Games Studies | Final Compilation

 

Game Studies | 

22/09/2025 - 15/07/2025 | Week 01 - Week 

Jesslyn Octavia Tjong / 0374562 / Bachelor of Design (Honors) in Creative Media

Game Studies / Taylor's University

Table of Contents
I.  INSTRUCTION
II. FEEDBACK
III. REFLECTION
IV. FURTHER READING
V. QUICK LINKS


I. INSTRUCTION

MIB September 2025


Board Game Progress

Games Studies | Group 4 by Lee Wai Xian

Week 1–2: Formation & Concept Development (Before First Presentation)

In Week 1, we were briefed on the module requirements, including both individual work and the main group project. The key focus was to design and create our own tabletop board game by the end of the semester.

We formed a group of five:

  • Lee Wai Xian (365740) – Group Leader

  • Gwendalyn Firly Bong (374580)

  • Jesslyn Octavia Tjong (374562)

  • Khansa Raudlatus Syahiidah (374511)

  • Feilycia Joy Kurniawan (373400)

By Week 2, we held a physical discussion to brainstorm game ideas. Two concepts were explored:

Concept 1: Prison Break

  • Players: Up to 6

  • Roles: 1–2 Police, remaining players as Prisoners

  • Goal:

    • Police catch all prisoners

    • Prisoners escape the prison

  • Core mechanics included a modular map, CCTV influence, role-based abilities, fixed spawn points, and task completion before escape.

  • Inspiration came from the shifting pathways in Ravensburger Labyrinth.

Concept 2: The Infected

  • Players: Minimum 4

  • Roles: Survivors vs. hidden Infected

  • Goal: Survivors escape while Infected secretly eliminate them

  • Mechanics included safe zones and a day/night cycle

We were very excited to try out these two concepts, as both were promising and fun to play with considering the many video games and movies that use these concepts as their main themes.

Week 3: Research & External Inspiration

In Week 3, we visited a board game café to play and analyze existing games. We played Unlock, Werewolf, Ricochet Robots, and Ludo. While Unlock was too complex and Werewolf didn’t match our direction, Ricochet Robots stood out because of its board layout. 

 

We tested our Prison Break idea using the Ricochet Robots board, and the gameplay turned out to be very intense and fun. This convinced us to move forward with the Prison Break concept, using Ricochet Robots as a visual and structural reference.


This picture showed how happy we were to finally have a head start for our game direction.


Week 4–5: First Draft of Prototyping & First Presentation Preparation

In Week 4, we began building our first physical prototype. Before that, we refined the mechanics to keep the game simple but engaging.

We created four double-sided modular map pieces so the board layout could change every game. Several internal playtests were done to improve balance and flow.

Week 5 was mainly focused on finalizing our proposal slides and preparing for the first presentation.



Week 6: First Presentation & Early Playtesting

Week 6 was our proposal presentation. Ms. Anis responded positively to our concept and encouraged us to proceed with official playtesting.

After the presentation, we ran an unofficial playtest with other students.

Key feedback included:

  • Add more hazard cards

  • Increase the chances of drawing hazard cards

  • Make hazard card instructions clearer

  • Improve safe zone and wall placement


Week 7–8: Official Playtesting Phase

These weeks were focused on official playtests with both group members and new players.

Changes made after Playtest 1 (Week 7):

  • Added a Revive Card, allowing players to bring back a teammate by removing one of their objectives, encouraging teamwork

  • Removed one life-stealing card for balance

  • Added a Double Dice Steps Card to boost movement based on dice rolls

  • Made all prisoner starting points shared safe zones

Changes made after Playtest 2 (Week 8):

  • Simplified and clarified hazard card instructions

  • Created a proper instruction booklet

Feedback and video documentation were collected for both internal and external playtests.


Week 9–10: Refinement & New Players Playtest Preparation

In Week 9, we reviewed all feedback from the official playtests and agreed that the game mechanics were solid.

Week 10 focused on refining the final prototype and preparing for the New Players Playtest. This included:

  • Improving the board design

  • Finalizing hazard card visuals and wording

  • Refining dice and player miniature designs

  • Continuing work on the instruction booklet


Week 11–12: Beta & Final Playtesting

In Week 11, we finalized and printed the instruction booklet.


Week 12 was our final playtest, conducted with new players and Ms. Anis. Feedback was gathered to confirm clarity, balance, and overall gameplay experience. Video documentation was also recorded in the following links:

Feedback Summary: 
Video Documentation:

Week 13: Final Preparation

This week was spent compiling all materials and preparing slides for the final presentation.


Week 14: Final Presentation

Week 14 marked our final online presentation, where we presented the completed board game, development process, and testing outcomes.

Final Presentation Video:


Final Presentation :


Compilation of Mechanic Review: Here
Compilation of Iterative Playtest Report: Here
Visual Files: Here
Recorded Playtest Documentation: Here

II. FEEDBACK

Week 1

There was no specific feedback this week. We went through the module overview and project briefing to understand the overall expectations.

Week 2

We presented our two initial game concepts to Ms. Anis. She mentioned that both ideas were interesting and well thought out, and informed us that we could proceed with either concept.

Week 3

No class this week.
We visited a board game café to gain further inspiration and observe different game mechanics.

Week 4

We showed Ms. Anis our current digital prototype, including the core ideas and gameplay mechanics. She suggested that we move forward by creating a physical prototype. She also encouraged us to incorporate elements of betrayal and teamwork into the game to make it more engaging.

Week 5

No class this week.

Week 6

This was presentation week. Ms. Anis shared that we could begin preparing for the upcoming official playtests.

Week 7

We conducted our first official playtest. Ms. Anis suggested using real dice instead of digital ones, as it would make testing smoother and more realistic. We also discussed the idea of introducing a revive mechanism that trades off a benefit to encourage teamwork, which she felt could be interesting if executed well.

Week 8

Our second official playtest took place. Ms. Anis mentioned that the game was looking solid overall at this stage.

Week 9

Online (Self-Directed)

Week 10

Online (Self-Directed)

Week 11

Online (Self-Directed)

Week 12

We conducted the final playtest and began preparing materials for the final presentation.

Week 13

Online (Self-Directed)

Week 14

Final presentation week.
Online (Self-Directed)

III. REFLECTION

This Game Studies module was honestly one of the most enjoyable modules I’ve taken. At first, I expected the project to be more technical or digital-based, but going back to the basics and creating a tabletop game opened up a lot of creativity for me. It helped me reconnect with my inner self and reminded me why I enjoy designing games in the first place.

What I appreciated most about this module was working with a great group, who also happened to be my friends. Because of that, bonding came naturally, our communication flowed easily, and we entered a strong flow state very quickly. Everyone contributed meaningfully: Khansa and Gwendalyn helped shape the game concept, I found the board reference that became crucial to our design, Feilycia supported the prototyping with her drawing skills, and Wai Xian led the team attentively throughout the 14 weeks.

The lecturer was supportive and encouraging, giving clear and logical feedback. Overall, this module was motivating, fun, and one of my best learning experiences.


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