Quest Log Entry — Prototyper’s End-of-Semester Reflection
What a semester this has been.
If I flip back through the pages of my Quest Log, it feels like I’ve been on a long campaign—one full of puzzles, branching paths, boss battles disguised as design challenges, and more than a few unexpected level-ups. When this course began, I wasn’t entirely sure what it meant to design a game for learning. I knew games could teach. I knew they could motivate. But understanding how they are crafted to do so? That was a different kind of journey.
Throughout these 16 weeks, I not only designed, redesigned, and prototyped—I also documented my process, reflected on my choices, and learned to see games through the eyes of both a designer and an educator. Looking back now, I can see just how many skills, concepts, and frameworks I picked up along the way.
๐ง What I Learned This Semester
This course taught me that meaningful games don’t happen by accident—they’re constructed through intentional mechanics, feedback loops, identity roles, and embedded learning opportunities. Some of my biggest takeaways:
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Mechanics matter more than I realized. The MDA framework helped me understand how small mechanical changes ripple through dynamics and shape the entire learning experience.
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Scaffolding is essential. Plass et al. showed me that cognitive support, progressive difficulty, and clear feedback are not optional—they’re core to learning.
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Player identity transforms learning. Designing experiences where the learner becomes an investigator, survivor, policymaker, or explorer changes how they interpret the material.
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And perhaps most importantly:
Games teach best when they let players do, not just read or watch.
This course flipped my perspective. Game design isn’t about creating something “fun” and then adding learning on top—it’s about building learning into the mechanics themselves.
๐ Project I’m Most Proud Of
Circuit Breaker is still the project where everything came together for me.
From:
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defining the core loop
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building out rule-based interactions
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testing prototypes
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refining hazards and states
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and finally translating the idea into a gamified lesson plan
…it became the project where I felt the greatest ownership and growth.
But my Roots of Change redesign is a close second. That assignment made me feel like a true instructional game designer—identifying weaknesses, proposing strategic solutions, and grounding them in theory.
๐ The Project I’d Take Into Early Development
I would absolutely take Circuit Breaker (my Construct 3 project from earlier in the semester) into a deeper development cycle.
Why?
Because it’s the project where I saw the clearest potential for:
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rapid iteration
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visual feedback
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teachable failure states
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and an engaging core loop
Even with its early rough edges, it had a spark—something that felt like it could genuinely grow into a full serious game with enough refinement. If I were to keep designing beyond this course, that’s the prototype I’d pick back up first.
๐ Where I Still Want to Improve
Even though I learned a lot, I can see several areas where I still need growth:
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Balancing complexity and clarity. I sometimes over-design or try to fix too many things at once.
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Rapid prototyping. I’d like to get faster at building throwaway prototypes instead of conceptualizing everything on paper first.
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Playtesting literacy. The ability to observe, interpret, and iterate based on player feedback is a skill I want to strengthen.
Game design is iterative, messy, and deeply human—I'm still learning to embrace that process fully.
๐ฌ Three Pieces of Advice for My Future Self
If I could send three messages to a future version of me starting another game design journey, they would be:
1. Build small, test early, fail forward.
Don’t wait for perfection before letting someone interact with your design. Learning comes from the iteration, not the theory.
2. Anchor every mechanic to a learning goal.
If a feature doesn’t support the objective, it’s fluff. Be intentional.
3. Remember the player’s experience is the curriculum.
Immersion, agency, and identity shape learning more than any wall of text ever will.
๐บ️ Journey Index — The Path I Traveled
Here are all the quests, reflections, comparisons, critiques, and builds that shaped my learning this semester:
Early Explorations
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“From Sand to Strategy: First Impressions of Egypt: Old Kingdom”
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“Surviving Hard Choices: Playing Spent and Gods Will Be Watching”
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“Comparing Narrative Elements in Games: Lessons for Learning Design”
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“Designing Final Cut: A Media Lab Story — Bringing Learning into Narrative”
Mid-Semester Growth
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“Reflecting on the Design Process – Final Cut: A Media Lab Story”
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“Exploring Goals, Rules, and Mechanics in Egypt: Old Kingdom and Ultra Pixel Survive”
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“Core Loop Comparison Reflection: Balancing Systems and Learning”
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“Reflecting on the Digital Design Process – Circuit Breaker”
Deep Dive Into Prototyping
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“Circuit Breaker — Refining Safety Through Iterative Game Design”
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“Why Circuit Breaker Is the Best Candidate for Gamification”
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“Gamifying ‘Circuit Breaker’: Turning Safety Into a Challenge”
Final Arc
Every entry is its own step in the evolution of my design skills—each one building toward this final reflection.
๐ Quest Complete — For Now
Reaching the end of this semester feels like finishing the final quest in a long campaign. I’ve gained new skills, new perspectives, and a deeper appreciation for what games can do as tools for learning.
This class didn’t just teach me about games.
It taught me how to design learning through systems, stories, and play.
And that is a skill I’ll carry forward—into future projects, future classrooms, and future worlds I create.
Level Up: Semester Complete.
On to the next adventure.

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