Game Studies: FInal Compilation
22/09/2025 - 02/01/2025 (Week 10 - Week 15)
Chang Wing / 0367807
Game Studies / Bachelors of Design (Honours) in Creative Media / Taylor's University
Final Compilation
TABLE OF CONTENTS
1. Lectures
6. Final Project: Tabletop Game Development
Principle 1: Player Experience
- Determine emotional journeys provided (e.g. adventure, excel oneself, caretaking) and consider target audience
- Determine the primary mechanics (e.g. card actions, dice rolling, turn actions)
Principle 3: Storytelling in Games
- Immerse plater in game's story, and design the environmental visuals, connecting storytelling with the UI
- Establish smooth difficulty curve, balance challenge with player skill
- Help players feel invested in the game through intriguing story telling / context
Challenges in Game Design
Balancing revenue models with enjoyable gameplay. Overemphasis on monetisation can disrupt immersion, while prioritizing player experience without a sustainable model may limit a game’s longevity.
Balancing Education and Fun in Game
- A game can be enjoyable purely through its mechanics, but it becomes even more engaging if it teaches the player about something (e.g. critical thinking, communication, science, math, language or history)
1. Learning Through Play
- Embed problem-solving directly into the mechanics, e.g. in Catan, players build settlements and trade resources, which naturally introduces ideas of resource management, strategy and negotiation.
Week 3
Play Week (No lecture)
Iterative Design Process
-Do they feel thrilled, challenged, curious, or engaged
- How do these emotions influence their interaction and decision-making throughout the game?
Project 1: Tabletop Game Design Proposal
Students are expected to explore and communicate their game concepts through play, experimentation, and discussion. Playtime activities will be conducted regularly across the module and tutorial sessions, with active student engagement expected at all times.
Project 2: Tabletop Playtesting (3 Cycles)
This stage focuses on iterative playtesting through three structured cycles. Playtime activities continue to support idea refinement through hands-on play and discussion. Students are required to gather and analyse gameplay feedback from target participants or users as a core objective of this phase.
Final Project: Tabletop Game Development
The final project consolidates all previous stages into the development of a complete tabletop game, informed by continuous play, testing, and critical reflection.
Exercises 1 & 2
Exercise 1: My Favourite Game & What Makes This Game Playful
Figure 4.1 Exercise 1 Final Report: My favourite game & what makes this game playful (PDF)
Figure 4.2 Exercise 1 Artificial Intelligence Interaction Log (PDF)
Figure 5.2 Iterative Playtest Report (PDF)
Figure 5.3 Game Mechanics Review (PDF)
Final Presentation
Figure 5.7 Weekly Progress in Game Development (PDF)
Week 7 (3/11/2025)
REFLECTION
After a journey of game development, this module was really fun for me. It gave us the chance to actually play board games, experiment and dive deeper into the mechanics and design thinking behind them. Being able to exchange ideas with so many different groups in class was a great way to learn how to design game experiences that cater to different players and perspectives. I’ve always been a huge board and card game fan, so getting to explore the everyday games I encounter on a deeper level felt really rewarding.
Of course, there were challenges. In the early stages of our card game, we were really excited about the idea of combining rhythm + metronome + card mechanics. It felt fresh and unique, and I loved how challenging it was. But after several playtests, more issues popped up than we expected. We tried hard to fix them, but with strict deadlines, we hit a bottleneck and eventually had to switch ideas, completely removing the rhythm and metronome mechanic. Even so, I still think that idea has great potential. I even imagined creating a hashtag challenge for it online because a card game with a metronome is weirdly innovative, and it could really catch on if players push hard and challenge themselves to keep up with the rhythm. Maybe it’s more suited for a different context than this module, where we had to follow the brief, which naturally limits experimentation. I understand that the goal of this module is to follow the guided brief first, like learning to crawl before you walk, but after polishing our skills here, I really hope we get a chance to revisit our rhythm + metronome card game in the future.
Throughout the module, we went through creating card-game mockups, making rulebooks, doing multiple playtests, documenting feedbacks and reviewing mechanics. We also had fun playing our own card games and really had exchanged a lot of ideas with different players. Going through this process helped me understand UX and design thinking better because it’s very similar to iterating on user experiences in real life. I feel like the skills and insights I gained here will definitely help me in UX gamification and designing more fun and enjoyable experiences in the future.



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