Mechanics and Logic Timing Guide (2 hours)
Audience: Ages 12-14. This workshop is deliberately lighter on code than
previous sessions. The goal is a creative, discussion-rich experience.
Tone: Curious, analytical, playful. This is “designer thinking,” not
“developer work.”
0:00-0:10 — Welcome + Icebreaker
Open with: “What is one game mechanic you love?”
Let students call out answers. Write them on the board. Aim for variety: jump, dash, grapple, craft, shoot, talk, build, rewind.
Set expectations for today:
- We are thinking like designers, not coders
- We will play a demo and pick it apart
- We will design something together
- There are no wrong answers in design
0:10-0:25 — What Are Mechanics?
Walk through mechanics categories using the slides.
Key points to land:
- Mechanics are the verbs of a game (what can you DO?)
- Different from story, art, and sound — mechanics are the rules
- One game can have dozens of mechanics
Use real examples students know. Ask them to contribute. The board list from the icebreaker is a good starting point.
Highlight the Metroid example of progressive discovery:
- Find an item → world opens up → use that item immediately
- Compare to a wall of tutorial text — which feels better?
Do a quick compare: Mario’s first goomba teaches jumping through play, not through a screen that says “Press A to jump.”
0:25-0:40 — How Games Teach
Walk through the “How games teach without boring you” section.
Key design principles to discuss:
- Show before require — Let players see the mechanic before they need it
- Safe practice space — First use should be low-stakes
- Let them feel clever — Don’t explain it; let them discover it
Optional discussion prompt: “Has a game ever frustrated you with too many tutorials? What did that feel like?”
0:40-1:00 — Play the Mechanics Demo
Direct students to the demo game at:
/game-mechanics-and-logic/example-game/
Give them 5-7 minutes to just play freely. Then guide discussion:
- “What could you do at the start?”
- “What changed after you got the boots?”
- “Did the game tell you what to do, or did you figure it out?”
- “What would you add next?”
Point out the HUD showing locked/unlocked mechanics — this is the “behind the scenes” view of what the game is tracking.
If students finish quickly, challenge them to think about: “What if the boots were hidden instead of visible? What would change about the experience?”
1:00-1:30 — Group Design Activity
Groups of 2-3 students. Each group picks a mechanic to design an introduction for. Use the worksheet Part 4.
Encourage variety — don’t let every group pick double jump. Suggest:
- Wall jump
- Grapple hook
- Time rewind
- Invisibility
- Shapeshifting
- Crafting
- Dialogue choices that matter
Circulate and ask questions:
- “Where in the game world would you put the item that grants this?”
- “What kind of player would miss it? Is that okay?”
- “What’s the first thing they’d do after getting it?”
Watch for groups getting stuck on HOW to build it (that’s a different workshop). Redirect to: “What would it FEEL like to find and use it?”
1:30-1:50 — Share Out
Each group shares their mechanic and how they’d introduce it. 2-3 minutes each.
After each share, invite one question or piece of feedback from the class. Model good design feedback:
- “I liked how you said…” (specific, positive)
- “What if…” (generative, not critical)
1:50-2:00 — Wrap-Up
Key takeaways to reinforce:
- Mechanics are the rules that make games interactive
- Great games teach through play, not through paragraphs
- Progressive discovery keeps players curious and confident
- You already have the designer instincts — you’ve been playing games your whole life
Close with: “Next time you play any game, watch for the first 10 minutes. That’s usually the game’s most carefully designed part.”
Pacing Notes
- If discussion runs long in the Metroid section: trim to 5 minutes, move on. The demo activity does the teaching more effectively anyway.
- If students rush through the demo: give them the challenge of identifying which mechanic feels “best” and why.
- If the share-out runs long: cut to one sentence per group — “What’s your mechanic, and one word for how players find it?”
- The last 10 minutes can expand if there are great discussions. Cut scope before cutting confidence.