Games Studies - Group Project

23/09/2025 - 30/12/2025 (Week 1 - Week 14)
Shema Goldie Angwen / 0372129
Games Studies
Bachelor of Design (Hons) in Creative Media / Taylor's University
Group Project


CONTENT LIST


INSTRUCTIONS


LECTURE

All lecture notes documented in Games Studies - Exercise 1 & 2 blog post


TASKS
- WEEK 1 -

On the first week, Ms. Anis instructed us to play board games in class to give us insight into how board games work and how they can influence a person's emotions while playing.

Figure 1.1: Playing Board Game (23/09/2025)

Then, I started looking for inspiration and thinking about what kind of game I should create when an idea suddenly came to mind. A game I used to play often in elementary school popped into my head, Quartet. Quartet is essentially a card game where players try to collect four matching cards to complete a set. The player who manages to collect the most sets by the end of the game wins. I remembered how addictive this game was back in the day, I couldn't stop playing it, round after round. 

Figure 1.2: Ideation (28/09/2025)

I then decided to create a twist on this game. The initial idea was based on the original quartet, but with the addition of mini cards. Players compete to grab a mini card in the count of three, and if they collect the mini card that matches the theme of the set, they earn extra points. After developing this concept, I immediately sketched a paper prototype so that we could conduct player testing and my teammates could easily understand the gameplay mechanics.

Figure 1.3: Initial Card Prototype (28/09/2025)

- WEEK 2 -

Then, I discussed the idea with my group members. Through trial and error, we were able to develop clearer game instructions and rules. We also did a rough run-through of how the game would flow overall. Along the way, many new ideas came up naturally.

Figure 2.1: First Try of the Game (30/09/2025)

To look for inspiration for our game ideas, we visited a board game café and played several games together. Without realizing it, we became more focused on the game components, thinking about how they should be made and how they should be presented. It was a fun experience because it felt like we were learning while playing. This made the process feel less burdensome. We decided to go to a boardgames cafe in SS15.
Figure 2.2: Playing Board Game in Cafe (02/10/2025)

They wanted to make the game more unpredictable, so we introduced cards with two sides that could be switched when triggered by a die roll. Brendan then came up with a thematic concept for the game, designing the two sides to represent hero and villain versions within a medieval setting. We also added a mechanic where sets would have an additional requirement to be 'locked.'

One problem we encountered was that if the cards were simply flipped back and forth, players might memorize the front and back, making the game less exciting. To solve this, we decided to place the cards upside down, keeping the gameplay unpredictable.

- WEEK 3 -
 
Problem Encountered: During gameplay, if a player completes a set and also has matching mini cards, but the spin wheel is triggered to flip cards, it could prevent the completed set from being finalized.

Solution: Once a set and its corresponding mini cards are completed, the spin wheel flip no longer applies. The last set played becomes the completed set, ensuring that players retain their completed sets and mini card bonuses.

- WEEK 4 & 5 -

We divide task to prepare the proposal presentation slides.

- WEEK 6 -
Proposal Presentation Day. We prepared all the rules, game mechanics, and components for us to propose during our presentation in class. Here are our presentation slides:
- WEEK 7 & 8 -

Throughout the weeks, we spent our time doing playtests with other people while also refining based on the problems that we had occurred. We compiled it through a spreadsheet so that it's easier to identify between different stages:

In the meantime, we also played the games from other groups, giving them feedback through structured reports on what to improve and had a lot of fun overall.

Figure 7.1: Playtest (4/11/2025)

- WEEK 9, 10 & 11-

Game Designing. Actually designing the game to make it look pretty is irrelevant to our grades, as the grading is only determined by the playful experiences that could be leveraged through the mechanics, but we still wanted to do it anyways. We would definitely enjoy playing more and feel more fulfilled if we were to design our very first game.

So, we then begin to design the cards, the characters, alongside the weapons. And yes, through the help of gen AI, we managed to pull it off through countless extremely long prompts. 

Figure 9.1: Game Visual Design (18/11/2025)

- WEEK 12-

Refinement & Playtests: Part II. Fast forward to the upcoming weeks, we are still constantly refining our mechanics, a major change we made is we reduced the number of cards to make the game shorter, hoping to maintain the excitement of the players. We've observed this problem through our previous playtests and thought that it should be addressed.

We then finally did our final playtest, printed out the cards and asked volunteers to play the game. It's our last touchpoint with our classmates, and probably our last chance to try their games as well.  

Figure 12.1: Final Playtest (9/12/2025)

- WEEK 13 & 14-

We then prepare for our final presentation. After discussing how to effectively present our game, one of us suggested making a demo gameplay while outlining the mechanics. People will find it easier to understand because they can learn through visuals. We decided to compile a video showing the improvements and adjustments made during the playtest in the beginning by displaying our presentation slides, followed by the demo video.

Presentation and Gameplay Video


FEEDBACK

WEEK 2 
  • The quartet game idea, with the added twist of a spin wheel and mini cards has been approved by Ms. Anis.
  • She suggested changing the theme to something more suitable for the occasion, such as a party theme.
  • To simplify the gameplay, she recommended replacing the spin wheel with an easier alternative. Additionally, we need a clear way to inform players about the challenge or benefit they receive after using the wheel substitute. 
  • Ms. Noranis also agreed to the addition of a "flip card" idea, where it requires players to flip their card, revealing a completely different set.

WEEK 4
Prototype could work as a Lo-Fi, some aspects to consider for the cs what if the players lie? 

WEEK 6
Use media that could make the die randomize properly.

WEEK 9
Consider reducing the number of cards to play. 

WEEK 10
Game is considered quite complicated, hence utilize visuals to easily explain the mechanics through its instructions.


REFLECTION
I never expected that working on this project would train me so much in teamwork and communication, as we had to discuss ideas, experiment, and learn from multiple trial-and-error attempts. I also gained a newfound appreciation for game designers, they truly are brilliant. Developing a game that is both enjoyable and easy to understand is much more challenging than it seems. I genuinely enjoyed this task because it allowed me to face problems creatively and collaborate with my teammates. Overall, this project helped me improve my communication skills, teamwork, and problem-solving abilities while doing something I genuinely enjoy.

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