Game Studies / Project 1, 2 and Final
22/9/2025 - 29/12/2025 (Week 1 - 14)
Rachel Ng Jie Ting/ 0378902
Bachelors of design (Honours) in creative media
Games Studies / Project 1, 2 and Final
Table of content
Instructions
Module Information Booklet
Project 1, 2 and Final
Timeframe: Week 1 - Week 14 (Deadline Week 14)
Project 1: Propose a Table Top Game Design Gameboard Proposal (20%)
Project 2 - Table Top Playtests (3 cycles) Playtests (20%)
Final Project: Tabletop Game Development Playtests, group presentation (40%)
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Timeframe: Week 1 - Week 14 (Deadline Week 14)
Project 1: Propose a Table Top Game Design Gameboard Proposal (20%)
Project 2 - Table Top Playtests (3 cycles) Playtests (20%)
Final Project: Tabletop Game Development Playtests, group presentation (40%)
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Ideating
“Sprout Up!” is a strategic, family-friendly card game where players compete
to grow their plants the fastest while facing unpredictable weather and
player sabotage.
Genre : strategy, party, educational
Target audience: aged 8 and above, 2-4 players
Duration: 30 - 45 minutes
Fig 1.1 - Card Game Ideating
Presentation slides
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Update Progress
Week 1 - 4: Ideating and card game first concept
The first four weeks of the project was dedicated to ideation and
decision-making. This resulted in our team successfully choosing the concept
for our game and ultimately agreeing to proceed with Sprout Up!
This was immediately followed by us focusing on the core game mechanics
where each member was cooperative and contributed feedback to ensure that
our game and its mechanics was engaging to the players. We meticulously
tried to eliminate any loopholes that players may exploit and result in
ruining other player's playing experience.
Fig 1.2 - Creating and ideating the card game
In the Second half of the four weeks, the team moved from ideation to
creation where we developed paper prototypes of the game's cards. This
allowed us to perform an initial testing which allowed us to determine if
the game is playable with proper game mechanics before moving to creating
the actual cards for the game.
The initial Playtest resulted in us
changing the damage of the action cards and the number of shields and
growth cards for the game, ensuring an enjoyable experience for the
players.
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Week 5 - 6: Designing cards and minor game mechanic tweaks
For these two weeks, most of our time was spent on designing the actual
cards for the game, with changes applied to the mechanics according to the
initial playtest we did amongst ourselves.
Fig 1.3 - Writing game descriptions and drawing card artworks
This is the final results of our cards for these weeks, featuring pot
cards and growth cards (sunflower, bamboo, and cactus)
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Week 7
This week was spent on recording the first official playtest which is played
by our group members.
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The first round of testing revealed that the game was slow-paced due to an
excessive number of shield and damage cards, reducing player
engagement.
To fix that, we sped up the game by reducing the number of these cards and
increasing the effect of the "High Growth" card from +2 to +3.
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Week 9
This week was spent on recording the second official playtest which is
played by new members from other groups.
Although, we did our best in guiding the players throughout the playtest,
the second round of testing showed several issues with card clarity and game
balance. The Cactus pot card buff clashed with a Season effect, causing the
plant to grow and then die immediately. Some card effect descriptions were
also confusing, and players had difficulty understanding how the Bamboo and
Corn buffs and debuffs worked.
There was also the issue of new players attacking plants too early,
destroying plants and pots that had just started growing. Without pot cards
or a lucky “Get Pot” draw, some players were unable to grow any plants,
which caused them to be locked out of a major part of the game.
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Week 12
In Week 12, we focused on refining the card designs where we spent the first
hour of the class decorating the cards so that it's easily recognizable by
the players and soo that Players won't take as much time reading the cards.
This makes the cards more intuitive.
The 3rd test went really well, after fixing the game based on the feedback
given in the last 2 play test, The 3rd group of players found no issues with
the game.
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Week 14: Presentation video and finished card game
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