GAME STUDIES- PROJECT 2 & FINAL PROJECT
Week 5- Week 14
Student: Tai Ser Yeet (0345798)
Programme:
Bachelor of Design (Honours) in Creative Media
Task: Project 2 &
Final Project
INSTRUCTIONS
MODULE INFORMATION BOOKLET
Fig 1.1 Module Information Booklet, Week 1 (6/4/23)
WEEKLY ASSIGNMENT BRIEF AND TRACKER
Fig 1.2 Weekly Briefs & Tracker, Week 1 (6/4/23)
PROJECT 2 & FINAL PROJECT
WEEK 6-
TRIAL PLAYTEST 2
Today's class was all about showing Ms. Anis the concept of
Duck Academia. Later on, she gave us her feedback. After
class, we stayed back to discuss our game mechanics and how
it can be improved based on the feedback
received.
During our brainstorming session, I came across this idea
to create a bucket list that the students can tick off while
playing the game. Not only that, but we could also
incorporate power cards that introduce an element of risk
and unpredictability into the game dynamics. Nevertheless,
the player who accomplishes everything on their bucket list
wins the game.
And so, with the new gameplay set, we started another
playtest in X-space. Unfortunately, the outcome was not as
we hoped. In fact, it was almost identical to Monopoly if
you think about it long enough. The wild cards represent the
"Chance" cards whereas the "bucket list" represented the
properties you need to purchase. Plus, the more changes we
made, the more the game concept deviated from our original
objective which was to enable players to have a balance
social and academic life through respective
activities.
Fig 1.3 Game Cards, Week 6 (11/5/23)
Fig 1.4 Trial Playtest 2, Week 6 (11/5/23)
WEEK 7-
TRIAL PLAYTEST 3
Before this week's actual playtest, we wanted to try out
our new gameplay so we scheduled a meet-up at Jacqueline's
dorm.
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Fig 2.1 Trial Playtest 3 At Jacqueline's Dorm Room, Week 7 (16/5/23) |
ALPHA PLAYTEST 1
In our very first playtest, Selina from Group 2 joined us and
Ember, Pei Yun & Jacqueline were the moderators. On the
other hand, Jia Hsuan went into a separate group to explore
their created game. I was in charge of writing down the game
improvements whereas the rest explained the game to Selina. I
noticed that in the middle of the gameplay session, Selina
wanted to yawn already, signifying that the game was perhaps too
long and it was starting to get boring. I roughly knew the root
cause of her disinterest which was that there were too many
spaces in the credits board. This resulted in a longer duration
to decide a winner. Not only that, there wasn't a clear winner
that everyone could pinpoint.
Fig 2.2 Recording of Alpha Playtest 1, Week 7 (18/5/23)
Fig 2.3 Alpha Playtest 1 with Selina, Week 7 (18/5/23) |
WEEK 9-
ALPHA PLAYTEST 2
For Playtest 1@ Round 1, I went to Colosseum Conquest whose game is all about defeating the 3 bosses. Their game was also referenced by Snakes & Ladders. From that experience, I felt that although the game concept was rather interesting, it lacked clarity and was time-consuming as luck was needed in order to be the winner. Unfortunately, I didn't document my trip to that group so written experience will have to suffix.
Meanwhile, Pei Yun & Jacqueline
moderated our game once again in the first
round of Alpha Playtest.
Fig 3.1 Alpha Playtest 2 @Round 1, Week 9 (1/6/23) |
Fig 3.2 Alpha Playtest 2 @Round 2, Week 9 (1/6/23)
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Fig 3.3 Alpha Playtest 2's Discussion, Week 9 (1/6/23) |
Now comes the Visual Design Stage where we needed to choose which
duck character fits each action card the best. In this situation,
we used the Card Sorting Method to complete this task. For
context, each of us takes turns sorting the action cards based on
each character's personality and then later snaps a picture of the
arrangement. After that, we also assigned one character to each
person to do the illustrations for the action cards. But before
that, I want to personally thank Ember for creating such visually
appealing characters as well as Jacqueline for adding the shadows
and highlights to each character which in turn, adds depth and
dimension to the illustration.
WEEK 10 -
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Each of our members had to pick one out of 5 duck characters and
later design the action cards based on that. If deemed fit, members
could also insert other characters into the design, making it more
interactive and interesting. Initially, I had gotten a photographer
character but after much thinking, I've decided that perhaps
designing the illustrations for Pepper, the Popstar would be much
easier as I could personally relate to her more. Hence, I swapped my
character with Jacqueline the next day.
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Fig 4.1 My Allocated Action Cards, Week 10 (8/6/23) |
WEEK 11-
I first created a full-color palette by extracting
from Jacqueline's completed action cards and added
some of my own generated color shades as well. Next, I
downloaded the appropriate type families agreed upon
by everyone which were Bakso Sapi (Title) &
Athiti( Body Text). I duplicated the templated
provided by Jac and changed all the titles and
descriptions. Besides that, I also scouted Freepik for
some graphical elements that I could use for my cards
in order to save some time.
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GROUP MEETING (13/6/23)
The meeting agenda was to view everyone's progress on
their allocated action cards. For my part, I did the
character, Pepper the Popstar and was also assigned 11
event cards, 8 goal cards, and 2 skill cards. We also
gave our own personal opinions on everyone's cards if
there are any improvements that should be made. Next,
we decided on the color of the dots for the two dice,
one that has visual contrast and is cohesive.
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PROGRESS CHECK-IN WITH MS. ANIS
Below are the following criteria that we prepared for
today's meeting.
Fig 5.7 Week 11's Slides, Week 11 (13/6/23) |
PREPARATION FOR BETA PLAYTEST
After the meeting with Ms. Anis, we had our own
group meeting once again to delegate tasks and
decide on every character's superpower in the
student card, sticker design for the credits, and
more. We started at 4.30pm and ended at around 7.15
p.m. (OMG!) but it was very productive.
From the picture below, I am in charge of
simplifying the rulebook while Pei Yun will handle
the design aspect of it (yes, they called me
Grape).
Fig 5.9 My Draft for RuleBook, Week 12 (18/6/23)
Fig 5.10 First Version of RuleBook, Week 12 (21/6/23)
WEEK 12-
I was one of 4 members that went to try the other
team's board game. After playing the Last One
Standing game created by Group 4, I first felt that
it was rather long as the winner is based on the
process of eliminating players. For example, most of
the players' HP & AP kept fluctuating, and there
wasn't a definite winner for a moment. As a result,
I became rather bored as the game wasn't going
anywhere. Therefore, one of the things that I wish
they could improve on was the intensity of their
challenges within their action cards deck. For
instance, most of the time it was either getting
more HPs or APs, Never Had I Ever, Name A Thing From
That Category, or getting a "Nothing Happens" card.
Not only that, the winner of the game should instead
be determined by whoever obtains the most HPs or
APs. In terms of visual design, it was pretty decent
but the action cards were merely blank card stocks
with no distinct indication of which card deck is
for the HPs & APs.
On the other hand, for our group, Jia Hsuan stayed
on to be the observer and moderator of the game.
Players from other groups such as Takuto &
Carmen joined in to play our board game. Below is
the recording of the entire gameplay session.
Fig 6.2 Beta Playtest, Week 12 (22/6/23) |
WEEK 13-
PACKAGING DESIGN
We held a meeting to discuss the packaging
design and after going back and forth, we
have decided to go with a book concept as
seen below. I was not in charge of this
particular area so I left it to my teammates
to handle it. My task, on the other hand,
was to create the Video Pitching video with
Jacqueline.
WEEK 14-
PREPARATION FOR THE FINAL PRESENTATION
Since Jacqueline was tasked to prepare
all the video footage, I prepared a
script for her which included
instructions on what kind of clip I
would want, and drew a couple of
storyboards as well.
Fig 7.1 Video Pitching Script, PDF, Week 14 (5/7/23)
While waiting for Jacqueline to label and upload all the footage into Google Drive, I proceeded to record all the voiceovers using my Lavalier microphone. By the time I was done, it was already 3am but I knew I needed sleep so I slept first and woke up at 7am to start editing. It was a very anxious time for me because I only had a few hours to edit everything.
7 hours later, I was almost 80% done but I needed to head to school so I stopped for a while. Once I reached school, I continued with the help of my teammates and we managed to export everything in the nick of time just before our physical presentation (with some begging involved ofc).
Fig 7.2 Voiceover Clips, Week 14 (5/7/23) |
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In the video below, you can see that everyone was collectively helping my dying laptop charge because the plug was faulty and the connection was weak. If my laptop dies at that very moment, I can't export the video and we won't have our video pitching video to present >.<. But THANK GOD THAT DIDN'T HAPPEN.
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FINAL PRESENTATION (22/6/23)
Fig 8.1 Presentation Slides, Week 14 (6/7/23)
Fig 8.2 Game Design Document, Week 14 (6/7/23)
Link to Duck Academia's Instagram
Profile: @duck_academia
FEEDBACKS
WEEK 6 -
General Feedback:
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Overall, the game is coming together well, but the
playability aspect requires further attention. Good
job!
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Some suggestions given that can consider for
improving the game mechanics such as:
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Exploring the idea of incorporating specific goals
for players to achieve, like attaining a 4.0 CGPA.
This would provide players with clear objectives and
further engage them in the gameplay.
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Consider focusing on a single form of currency,
such as social credit, within the game as players
had already experienced the concept of "academic
credit" in real life.
WEEK 7-
General Feedback:
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The game should be more immersive so that players
won't lose focus quickly. E.g have interesting
narratives)
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The social presence was quite good as Duck Academia
allows players to develop a sense of motivation to
compete in the game.
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The game should have more of a cause & effect
in terms of the game rules and adventure.
WEEK 11 -
General Feedback:
WEEK 12-
Feedback from players:
Takuto
The game was nice to play and the illustrations were very
cute and well-designed.
Carmen
The game concept was fun but the story written inside the
rulebook was too long and I do not think people would read
it. The words were too small to read comfortably as well.
WEEK 14-
General Feedback:
- Our presentation was too quick and rushed, mainly because we have too much to present hence the fast pace.
- The audience enjoyed the interactivity (we gave out free cards and invited them to customize our packaging with stickers)
REFLECTIONS
EXPERIENCE
Overall, I feel that the experience was favorable as I got to develop friendships that taught me eye-opening lessons such as different people possessing different personalities. I learn to be more empathetic and understand where every individual's opinions stem from. In that sense, I am able to compromise with grace without dismissing my own thoughts and emotions. I also realized that having a leader who is always on schedule and organized yet knowledgeable truly helps the team achieve great things. Without them, the team will not be as inspired to even try because they can't see a good final outcome being produced. As a result, everyone lacks the motivation to move forward. In terms of playtesting other groups' games, I learned that outside opinion is always valuable as they could point out problems that we might not even be aware of in the first place. Hence, we should always request a different opinion.

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