How to use this page

Each lens is a set of questions to ask about your game design — not a rule, recipe, or checklist. No single lens is sufficient on its own. The value comes from applying multiple lenses in combination, especially when a design problem resists diagnosis.

Lenses are grouped here by chapter/topic area, matching the book’s structure. Page numbers refer to the first edition (Schell, 2008).

For fuller explanation of the methodology, see design-lenses. Card deck available at artofgamedesign.com.


Experience & what games are (Ch. 2–3)

#LensWhat it asksp.
1Essential ExperienceWhat experience do I want to create? Is everything in the game working toward that experience?21
2SurpriseDoes my game have enough variety and surprise? What will players be surprised by?26
3FunIs my game fun? When it stops being fun, why?27
4CuriosityWhat questions does my game put in the player’s mind? Are they compelling enough to drive play?30
5Endogenous ValueHow do players feel about the game’s items and currency? How can I make them feel more valuable?32
6Problem SolvingWhat problems must the player solve? Does the game keep generating new problems?37

Game elements (Ch. 4–5)

#LensWhat it asksp.
7Elemental TetradAm I using all four elements (Mechanics, Story, Aesthetics, Technology)? Are they in harmony?43
8Holographic DesignCan I see skin and skeleton simultaneously? What elements make the experience enjoyable or detract from it?46
9UnificationDoes everything in my game serve the same theme? How can disparate elements be unified?53
10ResonanceDoes my game have something ineffable that resonates deeply?56
11Infinite InspirationWhat is my game really about? What other non-game experiences can inspire it?59
12Problem StatementHave I stated my design problem clearly? What are my constraints? Am I solving the right problem?62

Ideation & prototyping (Ch. 6–7)

#LensWhat it asksp.
13Eight FiltersDoes my game pass through all eight critical filters? (fun, will work, innovative, doable, etc.)78
14Risk MitigationWhat could go wrong? Have I identified and addressed the biggest risks early?86
15The ToyIs my game fun to play with even before goals are added? Is there an intrinsic toylike quality?90

The player (Ch. 8–9)

#LensWhat it asksp.
16The PlayerWhat are my players’ needs and desires? Am I designing for them or for myself?106
17PleasureWhat pleasures does my game provide? Which am I neglecting?112
18FlowIs the game in the right zone of challenge relative to player skill? Does it keep players in flow?122
19NeedsWhich of the player’s fundamental needs does my game fulfil? Could it fulfil them better?127
20JudgmentDoes my game judge players fairly? Do players feel judged in a way that motivates rather than discourages?128

Game mechanics: space, objects, actions (Ch. 10)

#LensWhat it asksp.
21Functional SpaceWhat is the functional shape of my game space? Does it match what the gameplay needs?135
22Dynamic StateWhat information changes during the game? Does the changing state create interesting decisions?140
23EmergenceHow many ways can players achieve goals? Do simple rules produce complex, interesting outcomes?143
24ActionWhat are the verbs of my game? Are the actions meaningful and sufficient?144
25GoalsAre the goals of the game clear? Achievable? Rewarding? Are there multiple layers of goals?149
26RulesAre the rules complete and consistent? Do they support the intended experience?150
27SkillWhat skills does my game require? Do the required skills match the skills my audience has and wants to develop?153

Chance & probability (Ch. 10 cont.)

#LensWhat it asksp.
28Expected ValueWhat is the expected value of each choice? Do players understand the risk/reward of their options?167
29ChanceWhat random events does my game include? Is the player comfortable with the level of randomness?169

Balance (Ch. 11)

#LensWhat it asksp.
30FairnessIs my game fair to all players? Are different strategies equally viable?176
31ChallengeIs the game appropriately challenging throughout? Does it scale well?179
32Meaningful ChoicesAre the choices players make truly meaningful? Is there a dominant strategy making other choices irrelevant?181
33TriangularityAre there high-risk/high-reward options that players choose voluntarily?182
34Skill vs. ChanceDoes the balance of skill and chance feel right for my audience?184
35Head and HandsDoes my game require the right balance of thinking and physical skill?185
36CompetitionIs the game competitive in a satisfying way? Can players of different skill levels enjoy it?186
37CooperationDoes cooperative play feel meaningful? Are players genuinely dependent on each other?187
38Competition vs. CooperationIs the balance of competition and cooperation right?187
39TimeIs the game the right length? Does time pressure enhance or damage the experience?189
40RewardWhat rewards does the game give? Are they the right type, at the right frequency?191
41PunishmentWhat are the punishments? Are they severe enough to create tension but not so severe as to frustrate?194
42Simplicity/ComplexityIs the game as simple as it can be while still being deep?196
43EleganceIs each game element doing multiple jobs? Can anything be simplified without losing depth?198
44CharacterDo my characters have good game balance? Do they feel meaningfully different?199
45ImaginationDoes the game fill in gaps with imagination? Is it suggestive rather than exhaustive?201
46EconomyDoes the game have a well-balanced internal economy? Are resources flowing as intended?204
47BalanceIs the game as a whole balanced? Are all the other balance lenses satisfied?205

Puzzles (Ch. 12)

#LensWhat it asksp.
48AccessibilityIs the game easy to learn? Can players understand what to do immediately?213
49Visible ProgressCan players see that they are making progress toward their goal?214
50ParallelismAre there parallel challenges at different difficulty levels so players can always make progress?216
51The PyramidDoes the game have a pyramid structure where small challenges build to larger ones?217
52The PuzzleDoes each puzzle have a clear goal? Is the solution satisfying to find?219

Interface (Ch. 13)

#LensWhat it asksp.
53ControlDoes the player feel in control? Can they do what they intend to do?222
54Physical InterfaceIs the physical interface intuitive? Does it suit the game’s feel?226
55Virtual InterfaceIs the virtual UI clear and unobtrusive? Does it give the player what they need without overwhelming them?226
56TransparencyDoes the interface teach players how to play? Is the game’s logic visible through it?227
57FeedbackDoes the game clearly and quickly communicate what is happening?230
58JuicinessIs every action rewarded with satisfying feedback? Does the game feel alive and responsive?233
59Channels and DimensionsAm I using all available information channels (audio, visual, haptic)? Am I overloading any single channel?238
60ModesAre my game modes necessary? Do players know which mode they are in at all times?240

Interest & engagement (Ch. 14)

#LensWhat it asksp.
61Interest CurveWhat does the interest curve of my game look like? Does it have a strong hook, build well, and end at a climax?252
62Inherent InterestHow interesting is my game at its very start, before the player has invested anything?254
63BeautyDoes my game have beauty — in visuals, sound, mechanics, or structure?255
64ProjectionDoes the player project into the game world? What makes the player feel part of the experience?257

Story (Ch. 15–16)

#LensWhat it asksp.
65The Story MachineDoes my game generate interesting stories naturally through play?266
66The ObstacleAre the obstacles in my game meaningful? Do they make the story more compelling?271
67Simplicity and TranscendenceDoes my game provide an escape into a simpler world with greater power?272
68The Hero’s JourneyDoes my game follow the hero’s journey structure? Where does it diverge, and why?275
69The Weirdest ThingWhat is the strangest element in my game? Does it undermine believability or uniquely define it?279
70StoryDoes my game tell a good story? Are the story elements integrated with the mechanics?280
71FreedomDoes the player feel free? Does the structure of the game feel like liberation or constraint?284
72Indirect ControlAm I using indirect control (constraints, goals, interface, visuals, characters, music) to guide players naturally?293
73CollusionAm I working with the player as a partner to create a great experience?298

Worlds (Ch. 17)

#LensWhat it asksp.
74The WorldIs my world so rich that it feels it could exist independently of the game?307

Characters (Ch. 18)

#LensWhat it asksp.
75The AvatarDoes the player avatar have the right qualities for the game? Does the player feel attached to them?314
76Character FunctionDoes each character serve a clear function in the game’s experience?316
77Character TraitsDo my characters have defining traits? Are those traits expressed consistently through action?317
78The Interpersonal CircumplexDo character relationships have the right mix of dominance and affiliation?319
79The Character WebDo the relationships between characters create interesting tensions and dynamics?321
80StatusDo the relative status relationships between characters feel right? Do players feel appropriate status?323
81Character TransformationDoes the player character change and grow? Is the transformation earned?327

Spaces & aesthetics (Ch. 19–20)

#LensWhat it asksp.
82Inner ContradictionDoes my game world have an “inner contradiction” — a quality that gives it life and tension?335
83The Nameless QualityDoes my game have a quality that is hard to name but immediately felt — a sense of aliveness?337

Multiplayer & community (Ch. 21–22)

#LensWhat it asksp.
84FriendshipDoes my game support and strengthen friendships?361
85ExpressionDoes my game give players meaningful ways to express themselves?363
86CommunityDoes my game support a healthy community? What are the social structures it enables?367
87GriefingHow does my game protect players from griefing? Is punishment for grief behaviour proportional?370

Team & production (Ch. 23–25)

#LensWhat it asksp.
88LoveDo I love my game? Does my team? If not — why not, and does it matter?375
89The TeamIs my team communicating well? Do they share a vision?380
90DocumentationDo my documents serve clear purposes? Are they helping the team communicate or just generating noise?387
91PlaytestingAm I playtesting early and often? Am I asking the right questions and getting the right players?401

Technology (Ch. 26)

#LensWhat it asksp.
92TechnologyWhat technologies does my game require? Are they foundational or decorational?412
93The Crystal BallWhat will technology look like when my game ships? Am I betting on the right future?413

Client & business (Ch. 27–29)

#LensWhat it asksp.
94The ClientWhat does the client truly want? What are their stated vs. unstated desires?420
95The PitchDoes my pitch communicate the essence of the game? Does it excite the listener?432
96ProfitDoes my game have a viable business model? Do I understand the financials?439

Transformation & responsibility (Ch. 30–33)

#LensWhat it asksp.
97TransformationHow will playing my game change the player? Is that change positive?452
98ResponsibilityAm I designing responsibly? What are the ethical implications of my design choices?457
99The RavenWhat is the raven on my shoulder — the voice that questions every decision? Am I listening to it?460
100Your Secret PurposeWhy am I making this game? What is my true purpose, and does my game reflect it?461