GAME STUDIES

Exercises (Series of Investigations) / 23.09.2024 - 10.11.2024  / Week 1 -Week 7
Project 1: Propose a tabletop game design (create a gameplay framework) / 30.09.2024 - 21.10.2024  / Week 2 -Week 5
Project 2: Tabletop gameplay information and data / 28.10.2024 - 09.12.2024  / Week 6 -Week 14
Final Project: Tabletop game & E-portfolio / 28.10.2024 - 08.01.2025  / Week 6 -Week 16

Emily Goh Jin Yee / 0357722 / Bachelor of Design (Honours) in Creative Media 

Game Studies/ GCD61504 / Section 01


TABLE OF CONTENTS

1. INSTRUCTIONS

2. EXERCISES

3. TASKS

TASK 1

TASK 2

FINAL

4. FEEDBACK

5. REFLECTION


INSTRUCTIONS



EXERCISES

SERIES OF INVESTIGATIONS

EXERCISE 1


Fig E1.1 Talk about your favourite game, Week 7 (07/11/2024)


EXERCISE 2


Fig E2.1 Talk about a game company, Week 7 (07/11/2024)




TASKS

TASK 1: PROPOSE A TABLETOP GAME DESIGN

In a group of 5-6, we will develop an original tabletop game by synthesizing insights from our research on digital and analogue games. The project involves proposing a game system or framework with a unique visual theme, potentially tied to a narrative or genre. We will identify research problems, pose key questions, and brainstorm gameplay solutions. Weekly progress will include proposing a design, gathering gameplay data, and refining ideas, leading to a presentation and critique of the rough framework in Week 5.



WEEK 1:

In the first week, we were briefed on the tasks and the various parts of the coursework that were expected from us. After forming a group of five, we have to pick a group name based on the characters from Final Fantasy, so we decided to name our team "Valentine". 

Fig T1.1 Group members of team Valentine

After forming a group, we created a group in Whatsapp, and sent in some ideas of the traditional card games that we could reinvent. I sent the games that I play quite frequently with friends during CNY, and some other traditional games.

Fig T1.2 card games that we could reinvent, Week 1 (28/09/2024)


WEEK 2:

We had our first online meeting to discuss on the traditional card games that were sent in. We just talk about how the game works, there wasn't a lot of progress after that. So, we decided to wait for the next day and discuss physically in class.

To begin our exploration of analogue games, we brought a deck of poker cards to class and experimented with various card games. We played 'Golf', 'Bullsh*t', 'Old Maid', and 'Chor Dai Di'. There was also an invented game called 'Park the Bus' by Yun Yue, which we also initially considered to use. Each game offered a different style of play and level of strategy, giving us valuable insights into mechanics and player dynamics. After trying out these games, we decided to delve deeper into 'Chor Dai Di', choosing it as the focus of our further research due to its engaging gameplay and unique set of rules. 

We also had to come up with a framework for our game following the example given.

Fig T1.3 exploration of analogue games                       Fig T1.4 Games Studies Research Framework
Week 2 (02/10/2024)



WEEK 3:

On this day, Yun Yue brought the card game "Funemployed" for us to try out. It was just for fun, and we hadn't made any progress yet, especially compared to the other group, where everyone had already come up with a prototype. As for the game itself, it was slightly challenging; with a limited vocabulary, it was hard to come up with ideas. Alongside this, we were required to try out some digital games, so we explored digital drawing games like Skribbl.io and Gartic Phone. Although they weren’t related to our work, they were entertaining. After considering the games we experimented with, we decided to choose "Chor Dai Di" from the previous week as our main source of inspiration for developing our game and started outlining some simple gameplay frameworks for it.

Fig T1.5 1st idea: 'Only One of us Survives', Week 3 (08/10/2024)

Fig T1.6 testing out 'Funemployed' and playing ChorDaiDi again ; one of the digital games--Skribbl.io, Week 3 (09/10/2024)
 


WEEK 4:

I volunteered to create the website for our e-portfolio and document our progress. After Suet Yee set up the website link on Wix, I asked her to add me as a collaborator. A template was chosen and I began editing the design by finding images of our chosen character, and arrange the layout. 
Fig T1.7 Wix manager


Besides that, we developed a basic idea for a "Chor Dai Di" game featuring shifting "elemental suits" and cursed cards, where the objective was to conserve cards rather than just get rid of them. This concept was based on our discussions from the previous two weeks. We then conducted a playtest using paper to sketch and write out the components. However, the idea seemed to lack substance, as we often felt confused and kept adding new rules during testing.

Dr. Charles provided feedback, advising us to refine the story to establish a solid foundation for building our game mechanics. He also suggested incorporating a roleplay element, allowing players to take on different roles or characters within the game to enhance the experience. 

Fig T1.8 trying out the new idea with the cards ; process of creating the curse, situation & elemental cards, Week 4 (16/10/2024)




WEEK 5:

We considered using Alice in Borderland as the starting point for our themes, as it featured interesting interpretations of traditional poker suits. However, it led us to the idea of characters falling into rabbit holes, sinkholes, or other worlds like Alice in Wonderland. Soon after, the question arose: Where do socks disappear to in the wash? This culminated in “bubble spirits called 'Sudsprites' gathering people from the dirtiest parts of society, trapped in their own spin cycles and desperate for a washout". From there, we developed our proposal slides, recorded our presentation, and uploaded it to YouTube while updating the e-portfolio according to the current meta.

Fig T1.9 2nd idea: 'Out the wash' 's story, Week 5 (23/10/2024)

Fig T1.10 conversation: the ideas, Week 5 (23/10/2024)


Then, we got our final idea of the gameplay and named it 'Sudsprite Spin'. Then we proceeded by creating the presentation slides after picking the divided parts. 

Fig T1.11 Final idea (Sudsprite Spin), Week 5 (23/10/2024)

Fig T1.12 Canva process, Week 5 (23/10/2024)


In the meantime, I made sure all our progress was documented on our website. I wrote a description of the game in both the overview and the introduction sections, based on what we have written in the slides. For the weekly updates, since I wasn’t entirely sure about some details, I asked Yun Yue to help. She provided a summary of what happened each week to ensure accuracy. Furthermore, the layout and text were adjusted for mobile view to ensure optimal readability and usability.


Fig T1.13 Wix process, 
Week 5 (23/10/2024)


FINAL PRESENTATION SLIDES

FINAL PRESENTATION VIDEO


Fig T1.14 First presentation video



TASK 2: TABLETOP GAMEPLAY INFORMATION & DATA


WEEK 6:

We played our game together for the first time, and it was an exciting moment for all of us! Without the actual printed cards, we improvised by writing the names and details of each card on pieces of paper, which made the session feel hands-on and creative. We tracked the time for each round and experimented with different winning methods, like tweaking the escape criteria or winning by collecting a specific number of "socks."

As we played, we started noticing small issues and areas where the rules or mechanics could be clearer—things that only became apparent through actual gameplay. It was a valuable learning experience and gave us a deeper understanding of how to refine the game.

The fun and chaotic energy of the playtest stood out, and it was rewarding to see how engaging the game could be! Inspired by the session, we decided to add illustrations for items ranked by their usefulness within each suit. This ranking system will make it easier for players to identify strategic choices in different scenarios, adding more depth to the gameplay.

To get even more feedback, we also created a survey form for the playtest, making sure we could gather insights from others as we continue to improve the game.

Fig T2.1 trying out the finalized idea for the game-- Sudsprite Spin ; soap and sock tokens, character cards, curse cards, situation cards, Week 6 (30/10/2024) 



WEEK 7:

This week, there was no class session, so I focused on completing the individual exercises. I created slides and prepared a presentation on my favorite game and a game company. It was an engaging task that allowed me to explore and share what I enjoy about the game and the company behind it.



WEEK 8:

During ILW, we had an optional class for those seeking feedback on their progress. Yun Yue and I attended the session to consult with Dr. Charles. Yun Yue had impressively prepared the game cards, cutting them out neatly and even hand-drawing illustrations on each one. She also shared that she had already playtested the game with her friends. Together, we discussed potential changes and explored Pinterest to decide on a cohesive color theme for the game.

Later, we held an online meeting to include everyone in the discussion. After inviting Dr. Charles to review the draft cards, we asked him several questions about the Game Studies module, such as the number of playtests required. He suggested that we visit a board game café as a group, where we could connect with industry professionals and even invite them to playtest our game.

Dr. Charles also encouraged us by saying that if we fully developed and refined our game, we could potentially make it a success and even pursue copyrighting it. His enthusiasm and advice left us motivated to keep improving!



Fig T2.2 draft cards made by YY ; rough sketch on design by emily, Week 8 (13/11/2024)



WEEK 9:

We finally had the chance to play our game with Dr. Charles, and the experience was both nerve-wracking and exciting. Watching him engage with the mechanics and storyline brought the game to life in a way we hadn’t fully experienced before. It was incredibly rewarding to see our hard work in action, and we all had a fantastic time playing.

After the session, Dr. Charles provided thoughtful feedback and shared valuable suggestions for improvement. He mentioned that he found the concept creative and the gameplay process both engaging and hilariously fun, which was a huge confidence boost for us. With his input, we immediately started brainstorming ways to fine-tune the game, aiming to make it even more balanced and enjoyable for everyone.

Fig T2.3 playtesting with Dr. Charles, Week 9 (20/11/2024)


WEEK 10:

This week, we focused on refining the storyline for our game, diving deeper into the world of the Sudsprites to create a narrative that seamlessly integrates with the gameplay. We developed two different interpretations of the story and had a lively discussion to weigh their strengths. Ultimately, we chose the version that felt the most engaging and unique, leaving us excited about the final storyline. The process was both fun and rewarding, as we saw the story truly come to life.

In addition, we prepared another draft set of cards for playtesting. This allowed us to conduct playtests with different groups of people, enabling us to gather more diverse feedback to refine the game further.

Fig T2.4 second draft set, Week 10 (30/11/2024)


WEEK 11:

This week, we organized a public playtest for our game, inviting classmates, friends, and even a few strangers to try it out. In the morning, we tested the game with our classmates without providing any verbal explanations, relying entirely on the rulebook to see if it was intuitive and clear for first-time players. We recorded their gameplay and shared a Google link for them to submit their feedback. In return, we also played their games and provided constructive feedback.  

Later in the day, we tested the game with friends and some strangers. While a few players found certain rules unclear, others surprised us by discovering creative strategies we hadn’t anticipated. Their feedback proved incredibly valuable, and we took detailed notes on what worked well and what could be improved to make the game more enjoyable and accessible for everyone.


Fig T2.5 public playtests, Week 11 (04/12/2024)



WEEK 12:

This week, with no class scheduled, we finalized the data we had collected and exported it for inclusion in our ePortfolio. We then focused on dividing tasks effectively. Three members were assigned to prepare and deliver the presentation, while the other two took charge of organizing and executing the game demo. This division of labor helped ensure we stayed on track and made progress toward our goals.

Additionally, we distributed the remaining workload, including designing the game components and cards, creating the final presentation slides, and updating the rulebook. Each task was approached with careful consideration to ensure alignment with the game’s theme and mechanics. By collaborating efficiently, we aimed to deliver a polished and cohesive final product.

Fig T2.6 In-person questioning, Week 12 (14/12/2024)

Fig T2.7 Google form summary, Week 12 (14/12/2024)

Fig T2.8 Sudsprite Spin playtest form responses, Week 12 (14/12/2024)





FINAL PROJECT: TABLETOP GAME & E-PORTFOLIO


WEEK 13:

This week, we met with Dr. Charles to review the content of our presentation slides in detail. He provided valuable advice on how to structure the presentation for maximum impact and pointed out key elements to add to the slides. He also reminded us of the deadline for the final project video, emphasizing the importance of finishing both the slides and the video on time.

We recorded our game demo in class, which took about 3 to 4 attempts before we successfully completed the recording. Once that was done, Mei Hui took on the task of editing the video. This allowed us to focus on other aspects while she worked on ensuring the demo was polished and ready for presentation.

Fig T3.1 recording demo in class, Week 13 (18/12/2024)


WEEK 14:

I worked on drawing the cover and character cards, as well as the tokens, which was an exciting part of the process. I focused on ensuring that the layout, overall theme, and typography were carefully selected to complement our game's style. For the resource cards, there are four elements: I was responsible for designing the water element, while Suet Yee handled the fire and earth elements. Mei Hui, took care of the air element. To ensure consistency across the designs, I assisted Sy with redrawing some parts. Since Sy was using a different device, there were some color inconsistencies and blur when the files were sent back to me. Instead of adjusting the colors, I used the files she sent as the base and drew on top of them to maintain a unified look. This approach helped ensure consistency across the designs and also saved time, as I didn’t have to start from scratch. Meanwhile, MH worked on the remaining resource cards using my iPad, which allowed us to maintain a consistent design style across all elements, and also designed the box for our game. We all collaborated closely to ensure everything came together seamlessly.

The elemental cubes, which were separate components, were made by Sy using clay. These hand-crafted pieces gave the game a unique tactile feel, adding to the overall theme.

Once the designs were finalized, we sent everything off for printing. When the printed materials arrived, some components, like the box and tokens, still needed to be manually cut out. We all worked together to carefully trim and prepare these pieces, ensuring everything was ready for future use and submission. It was incredibly rewarding to see our digital designs transformed into physical components, bringing our game to life in a whole new way.

Fig T3.2 box design, Week 14 (22/12/2024)

Fig T3.3 examples of the card design, Week 14 (22/12/2024)

There were many errors occurred for the printing, it took many attempts to reprint and luckily, the printing person lives nearby, she could pass me the printed cards conveniently. The finalized and correct printings were sent on the 9th of January.

Fig T3.4 printed cards, Week 16 (09/01/2024)



WEEK 15:

We completed our presentation slides, making sure they were visually appealing and easy to present. Next, we practiced our parts to ensure smooth transitions between speakers during the presentation. Once we felt prepared, we recorded our final project video presentation using Zoom. Afterward, we submitted the playtest data along with the video presentation to Dr. Charles.
Fig T3.5 recording final project video presentation using Zoom, Week 15 (31/12/2024)



Fig T3.6 final project video presentation, Week 15 (31/12/2024)



FINAL OUTCOME OF SUDSPRITE SPIN:







LINK TO OUR EPORTFOLIO (WEBSITE)



FEEDBACK


WEEK 1

General Feedback 

  • Select favourite game and record in about 3-5 minutes
  • Propose tabletop game
  • Explore various of traditional game

Specific Feedback 

  • -

WEEK 2

General Feedback

  • -

Specific Feedback 


WEEK 4

General Feedback

  • -

Specific Feedback 

    • refine the story to establish a solid foundation for building our game mechanics
    • incorporate roleplay element, allowing players to take on different roles or characters within the game to enhance the experience

    more weekly feedback can be found here.


    REFLECTION


    Experience

    Looking back at this module, it has been an incredibly rewarding and enriching experience. From the initial brainstorming stages to the final completion of our game, every step has been a journey of growth, creativity, and collaboration. This module not only deepened my understanding of game design but also helped me develop important skills such as teamwork, creative problem-solving, and adaptability.

    Initially, I thought the module would involve creating digital games, which made me feel slightly apprehensive as it seemed challenging. However, discovering that we would be designing a tabletop game in groups was a pleasant surprise. Compared to other modules, this one felt unique and special—we got to learn while having fun, playing games, and solving problems together. It brought a refreshing perspective to learning and strengthened the bonds within the team.

    The individual exercises were another interesting aspect of the module. Revisiting nostalgic moments, such as playing Mobile Legends in the past, brought a mix of joy and longing for the times when gaming was a regular part of my life. Assignments like researching the game company MiHoYo and analyzing the game flow of Mobile Legends helped me understand the structural framework behind games. This knowledge proved invaluable when transitioning to group tasks, as it gave me insight into gameplay frameworks and how to approach designing our own game.

    For our group project, I found it exciting to collaborate with students from different courses. This interdisciplinary teamwork brought fresh ideas and perspectives to the table, making the experience more dynamic. We began by playing various games to understand mechanics and inspiration before diving into our own design process. We faced challenges creating the story and theme, but our brainstorming sessions were highly creative. Inspired by themes like Alice in Borderland and Alice in Wonderland, we asked, “Where do socks disappear to in the wash?” This led to Sudsprite Spin, where players embody flawed characters trapped in Latherland, collecting socks (keys) to escape while facing chaotic challenges. It was rewarding to see our ideas evolve into a cohesive narrative with unique gameplay.

    Playtesting was a major highlight of the module. Watching classmates and strangers interact with our game for the first time was both thrilling and nerve-wracking. These sessions offered invaluable feedback on the rules, mechanics, and overall experience. For instance, the spin cards—which allowed players to sabotage each other—added humor and unpredictability to the game, perfectly aligning with the story's chaotic concept. Playtesting also emphasized the importance of flexibility and iteration, as we adapted and refined our game to improve its flow and engagement.

    One of the most valuable lessons I learned was how to work effectively within a team. Dividing tasks, balancing individual strengths, and finding solutions to unexpected challenges taught me the importance of clear communication and mutual support. Whether it was designing components, creating rulebooks, or conducting playtests, every member of the team contributed uniquely to the project’s success. Personally, I enjoyed contributing to the creative aspects of the game, such as illustrating the cover, character cards, and tokens, as well as refining resource card designs to ensure consistency and also designing the website.

    Overall, this module has given me a newfound appreciation for the complexities of game design. It’s not just about creating something fun—it’s about balancing mechanics, narrative, visuals, and user experience. I feel incredibly proud of what we’ve accomplished as a team and grateful for the opportunity to bring our ideas to life. This experience has not only enhanced my technical and creative skills but has also inspired me to approach future projects with the same enthusiasm and collaborative spirit.




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