GAME STUDIES / FULL COMPILATION
╎Gwendalyn Firly Bong / 0374580
╎Bachelor of Design (Honours) in Creative Media
╎Game Studies / Full Compilation
TABLE OF CONTENTS
I. Instructions
II. Progress
III. Final Outcomes
IV. Feedback
V. Reflection
I. INSTRUCTIONS
II. PROGRESS
Week 1:
During this week, we were briefed about all the assignments, including
both the individual ones and the main group work.
Final group members:
- Lee Wai Xian 0365740 (Leader)
- Gwendalyn Firly Bong 0374580
- Jesslyn Octavia Tjong 0374562
- Khansa Raudlatus Syahiidah 0374511
- Feilycia Joy Kurniawan 0373400
After forming the team, we were instructed to conduct research and
examine existing board games for inspiration. The goal was to conduct
some brainstorming and create our own game by the end of the
semester.
Week 2:
In week 2, our group went ahead and scheduled a meeting to further
discuss our ideas and future direction.
The first concept is "Prison Break". The game would have a maximum of 6
players, with police and prisoners as the main roles. The main goal of
the game would be for the police to successfully catch all the
prisoners, and for the prisoners to escape the prison.
Game Details:
- Roles: 1–2 as police, the rest as prisoners
- Mechanics:
- Players can move around a changeable map (modular layout)
- CCTV cameras influence movement/strategy
- Each prisoner would have their own unique role, like a mechanic or a leader
- Criminals will be at their respective cells (spawn points), at the 4 corners of the map
- Police will be in the middle
- Prisoners must complete tasks before escaping
- Inspiration:
- Based on the shifting pathways concept from Ravensburger Labyrinth Escapist
The second concept we came up with is called "The infected". The game
has a minimum of 4 players, and the goal is for the infected to secretly
infect all the survivors and for the survivors to leave the area.
Game Details:
- Roles: Survivors vs. The infected( more than 5 players )
- Mechanics:
- Certain stations are safe zones accessible only to survivors.
- Day/Night cycle:
- Daytime: Safer exploration, survivors need to gather resources to exit the area. The infected pretend to gather resources and sabotage the team.
- Nighttime: Infected attacks
- Inspiration: Deceit (PC Game)
Week 3:
This week, we went to a board game cafe to gather further inspiration.
We were able to play a lot of games, but here were the standout
ones:
- Unlock: Escape room–style card game
- Werewolf: A storytelling game where villagers try to survive the night and spot the werewolves among them
- Ricochet Robots: a puzzle board game where you try to move colored robots to a specific target spot.
- Ludo: a classic board game where players race their tokens to the center of the board, based on dice rolls.
While playing these games, we discussed which elements of the game we
can implement into our own game. Unlock was too complicated with the
timer and all, and Werewolf’s concept was too different from our
approach. We also didn’t like Ricochet Robot’s gameplay mechanics, but
we took its board as our inspiration since it looked like it had
potential.
Using Ricochet Robot's map, we played our own version of a game based on
our prison break concept since it was the one we liked best.
Surprisingly, it worked very well, and we game started developing
rapidly from this point on.
Week 4:
During this week, we started by making a very rough draft of what we
wanted our game to look like by using what was readily available around
us (tablets, lipsticks, random items).
Figure 1.4: Low-budget game prototype
Using this method, we were able to quickly make changes to the map and
test out different versions of the game. Once we semi-finalized the
game, we moved on to make a draft for our physical prototype.
Figure 1.5: Making the prototype
We also quickly established the basic rules for our game, which we
then tested on the newly created board.
Week 5:
This week, we finalized the slides and prepared for the board game
proposal.
Game Study Proposal Presentation by Lee Wai Xian
Week 6:
We successfully did our presentation this week, and Ms Anis liked our overall idea.
After the presentation, we did an unofficial playtest with other classmates.
Feedback:
- Add more hazard cards
- Increase the chances of getting hazard cards
- Put brief instructions on the hazard cards
- Refine the safe zones and wall placements
Week 7:
This week, we went through our first official playtest among our group
members and other group members as well.
Based on the feedback gathered, we made some changes:
- Added a "Revive" Card, players can revive a dead player, in exchange, they get to remove one of their objectives
- Encourages teamwork
- Remove one of the life-stealing cards, and balance the amount with the revive card
- Added a "Double Dice Steps", this card can double the number of steps you get when you roll a dice
- Making all 4 prisoners’ starting points safe zones for all prisoners
Feedback Summary:
Video Documentation:
Week 8:
This week, we went through our second official playtest among our group
members and other group members as well.
Based on the feedback gathered, we did some changes:
- Making the hazard cards instructions clearer
- Making an instruction booklet
Feedback Summary:
Video Documentation:
Week 9:
This week, we only had a minor discussion based on the 2 official
playtests. We agreed that our overall game is quite solid already after
the changes. We decided to complete and finalize the overall visual
design for the board, components, and the gaming mechanism in Week 10.
Week 10:
This week, we finalized the prototype design and made full preparation
for the upcoming Beta Playtest.
Overall, this week we did:
- Refine the board design.
- Refine the hazard card design and instructions.
- Refine the dice and player miniature designs.
- Start making an instruction booklet
Week 11:
This week, we finalized the instruction booklet and printed it out
Week 12:
This week, we went through our final playtest with new players, as well
as Ms. Anis
Week 13:
This week, we were compiling and preparing for the final presentation.
Final Presentation Slides:
Game Study Final Presentation by Lee Wai Xian
Week 14:
This is our online final presentation week.
Presentation Video:
Proposal Slides:
Game Study Final Presentation
by Lee Wai Xian
IV. FEEDBACK
Week 1:
Module and project briefing
Week 2:
We presented our 2 concepts to Ms. Anis, and she said both ideas are
interesting. We were allowed to proceed with any of the ideas
Week 3:
No class this week. We were told to go to a board game cafe to look
for inspiration.
Week 4:
We showed Ms. Anis our current prototype (digital), ideas, and
mechanism. She suggested we make a physical prototype. She also
suggested adding some betrayal and teamwork aspects into the game.
Week 5:
No class this week.
Week 6:
Presentation week.
Ms. Anis said we can start preparing for the upcoming official
playtests.
Week 7:
First official playtest.
Ms. Anis suggested we get real dice so that it's easier to test the
game.
We asked Ms. Anis about having a revive mechanism in exchange for a
benefit to promote teamwork, she said it would be interesting if we
can pull it off.
Week 8:
Second official playtest.
Ms. Anis said overall looks okay now.
Week 9:
Online (Self-Directed)
Week 10:
Online (Self-Directed)
Week 11:
Online (Self-Directed)
Week 12:
Final playtest.
Preparing for the final presentation.
Week 13:
Online (Self-Directed)
Week 14:
Final Presentation
Online (Self-Directed)
V. REFLECTION
Throughout this entire module, I had a lot of fun experimenting and creating a board game. I was able to learn a lot about the inner workings of creating a game and how the development process works. Additionally, all my groupmates are my good friends, and we were able to collaborate together with no issues! We all were able to contribute to the group and distribute the workload equally. Overall, this has been my favorite module so far, and I am looking forward to game development.
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