There is a clear gap in the design space of video game controllers, where the design aspects of highly specialized controllers are only applied to certain niche game concepts. Because of this the potential for design of other highly specialized controllers comparable to e.g. flight simulator controllers goes unutilized. In this thesis project, some of these aspects were identified and unpacked via interviews with users of flight simulator controllers. The aspects are then re-purposed through design work for the design of a new controller in the form of a spell book as a proof of concept. The aspects in question are two-fold, appropriate physical material and design for thecontext of a given controller and a feeling of direct control of the player character. Both of these aspects proved themselves as important core concepts for the design of highly specialized video game controllers.