Book of Fate



Gameplay Demonstration



Book of Fate is a 3 week project for the Building Virtual Worlds (BVW) course, a graduate course at Carnegie Mellon University’s Entertainment Technology Center (ETC) Masters Program. The goal of Book of Fate was to create an interactive experience that tells a simple story while making the player feel like they are a wizard casting magic.

Players become a wizard.

The game puts the player in the role of a young wizard on a mission to rescue her master from an evil dark wizard. The game is a on-rails experience with the character steadily being moved forward throughout the world. The player uses a spell book to choose and cast spells with magic symbols to defeat enemies attempting to block your path. It all ends in a final battle with the dark wizard. Can you save your master?

Wizard Tech
PC Windows XP or greater


The Team
Timothy Staton-Davis- Producer/Artist

Nigel Randall – Programmer/ Voice Actor

Jaekyun (Brandon) Kang- Programmer / Hardware expert

Yeongmin Elizabeth Won – 2D Artist/ UI,UX designer

Shengze Zhang – Programmer/ Virtual Effects

Akshay Ramesh – Sound Designer/ Script writer


Design of a Wizard’s Spellbook

The Book of Fate “SpellBook”, is a physical book with wires running through the spine of the book and into certain pages.

The SpellBook acts a usb keyboard when used with the Makey Makey circuit board. Each Spell has a hand print that when pressed sends an electrical signal to the Makey Makey through the wires on each page. The Makey Makey then takes the electrical signal and sends a keyboard button input to the computer’s usb port. Each page with a magic circle may have 3 circles, but only 2 circles send keyboard signals (This was done to add extra engagement for the guest by making them slide their fingers over the magic circles).

The Spellbook design (generation 3)



(Teleportation Spell)

(Fire Spell on Left, Magic Circles on Right)

(Thunder Spell on Left, Magic Circles on Right)

(Water Spell on Left, Magic Circles on Right)

(on the back of every spell page are wires
which are used to detect the player’s hand/finger
on certain places on the page)


Week 1 – StoryBoard

The overall story we want to tell is about a young wizard who goes on a quest to save his master from the Dark Wizard.

who lives with his Master Wizard (father figure) , and the young wizards quest to rescue his Master. The young wizard uses his Master’s SpellBook to open the portal that took his master.


storyboard1 The setting is made,a nice home where we see the Young wizard and the Master wizard, his father figure.



This happy life is disturbed one day when the young wizard comes home.




The Master wizard is being kidnapped





The young wizard notices the spell book left by his master.




The Young Wizard uses his Master’s Spellbook to reopen the portal that kidnapped him.

BVW round4- storyboard1d


After placing his hand on the spell book, his is teleported

BVW round4- storyboard1b




The Young Wizard begins his quest to Dark Wizard’s lair on top of the volcano.




During his quest, he faces various monsters and must use the spells he learned to combat them.

BVW round4- storyboard3


The Young wizard finally makes it his Master, but the Final adversary stands in his way, the Dark Wizard.

BVW round4- storyboard4


Using all the spells he has learned, the young wizard must defeat the Dark Wizard.

happy ending


The young wizard defeats the Dark Wizard, free’s his master, and finally goes home.



Week 2 – Rough Prototype

After going through the storyboard process, the next step was to create a rough prototype to have a playable experience. The goal of week 2 was to have a proof of concept to see if we can fit enough elements into the game that would tell the story from beginning to end and make the guest feel like a wizard.


Week 3 – Final Prototype

 Code Sample:    Book of Fate – Final Boss Code Sample

fire mon attack

book of fate logo



Announcement: The Book of Fate SpellBook was mentioned in the news while at GDC  2015 ~!

Business Insider

Gamasutra Twitter

Yahoo Tech



Gene Mocsy Writer/Designer at Venture Moon Industries

Howard Author of Game Magic: A Designer’s Guide to Magic Systems in Theory and Practice

Makey Makey


3 thoughts on “Book of Fate

  1. Pingback: The So Very Many Games of GDC 2015 – Unity Blog

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  3. Pingback: Not All Choice Interfaces Are Alike | Emily Short's Interactive Storytelling

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