Game design with mechanisms
Levers, pulleys and gears taken into game design: 3D printed mechanisms that become playful experiences for a real user.

This course takes simple machines, a topic that usually stays on the whiteboard, and pushes it all the way to a playable product. During the first half of the semester students understand and apply levers, pulleys and gears, learning to model them in Tinkercad and 3D print them with the right tolerances so they fit and turn.
The second half changes register: it is no longer about the mechanism working, but about it serving someone. Each team built a user profile, defined a need and turned their mechanism into a game experience designed for that person.
Being 11th and 12th grade, this is the most technically demanding of all my courses: complex gears modeled from scratch, transmission systems that combine several stages, and prototypes that have to stand up to repeated use by whoever plays.
I designed the entire course, including the technical progression that goes from a basic mechanism to a transmission system modeled and printed by the students themselves.













