Games Studies / Final Project: Tabletop game
4.5.2023 - 6.7.2023 (Week 5 - Week 14)
Takuto Hozumi / 0354047 / Bachelor Of Design (Hons) In Creative Media
Games Studies
Final Project: Tabletop game
INSTRUCTION
Project Outline
Students are to develop the proposed game design based on the
findings/data from Project 2 playtest cycles.
- WK 8: Students will conduct analysis of findings and develop rough prototype for further playtest.
- Wk 9: playtests and feedback
- Wk 10: playtests and feedback
- Wk 11: playtests and feedback
- Wk 12: Prototype final changes
- Wk 13: Presentation (Powerpoint/Google slides) and Tabletop gameplay data (recording)
- Wk 14: Submit Game Design Document with Prototype
Design production
To be honest, the design process encountered many obstacles as a group
effort. Here is a history of the process from W8 to 14 for each of the
design tasks.
Fig.1: Simplified Design Regulation
1. Character Design
Various character designs were considered, including the following
However, we could not authorize them because the member in charge of
character design had proposed AI-generated illustrations many times.
Fig.2: First Mood Board
We have been briefed that we are not allowed to use AI-generated
illustrations directly, but only as a reference. The use of AI-generated
illustrations is contrary to the purpose of this module as a university
module, which is to provide students with learning opportunities.
Accordingly, we will not reach the requirement with AI Illustrations, so I
was against using it. Here the group split, but we had no choice but
to proceed with our character design task.
Fig.3: New Character Design Reference
The leader suggested a new design style. This was determined based on our
deadlines and in consideration of the styles that could be produced.
Fig.4: Sketch 1
Fig.5: Sketch 2
Fig.6: Sketch 3
First, we divided the work of creating the character drafts. Items in the
illustrations are based on a Greek mythological god. (Like the hammer and
javelin)
Fig.7: Character Digitization
Fig.8: Initial Design by another member
Fig.9: Final Character Design
Fig.10: Edited Boss Design
2. Map Design
The design of the map has been the subject of much discussion within the
group.
Fig.11: Map Design Draft 1
Fig.12: Design Reference of Greek Mythology 1
Fig.13: Design Reference of Greek Mythology 2
Fig.14: Design Reference of Greek Mythology 3
The boards used during the final playtest phase were as follows in Fig.14.
Fig.15: Map Design Draft 2
The problem was that the route was difficult to find. To remedy this, a
clockwise arrow was added.
Fig.16: Map Design Draft 3
Then it occurred to me that the arrows on this map could also be used to
indicate element compatibility. The characters were placed on the map as a
trial, as well as a background representing the elements.
Fig.17: Final Map Design
In Fig.17, the direction line is easier to follow, and the design has
grown to reflect feedback from the W12 playtest. Still very looks flat and
digital feel. When printing, this can be effected in Photoshop to show the
Greek mythology, the noise makes it look a little old-fashioned.
3. Other Component Design
We came up with a design for the bridge.
Fig.18: Bridge Design Draft
This is the design of the bridge as seen from the side. I was consulted on
how the bridge should be.
Fig.19: Sketch & Final Bridge Design
I proposed this in one sketch. If it is difficult to compose the bridge
directly above, the idea is to distort it slightly, as in perspective.
4. Card Design
Fig.20: Card Design Draft
Fig.21: Card Design Draft 2
Fig.22: Character Card Draft 1
Fig.23: Character Card Draft 2
Fig.24: Character Card Draft 3
Fig.25: Character Card Draft 4
I created the front design of battle cards accordingly. The design,
integrated with power cards and other cards designed by other members and
laid out for printing, is shown below.
Fig.26: Power Cards Front Design
Fig.27: Power Cards Back Design
Fig.28: Power Cards & Character Cards Front Design
Fig.29: Power Cards & Character Cards Back Design
Fig.30: Battle Cards Front Design
Fig.31: Battle Cards Back Design
5. Package Design
Fig.32: Package Development View
I designed it with a development drawing, assuming that actually assemble
the box. On the side of the box is a section explaining the
components and the rules of the game, which serves as the rulebook.
Fig.33: Package Main
Fig.34: Package Side 1
Fig.35: Package Side 2
In addition, a Photoshop composite image was prepared for use in the
presentation slides.
Fig.36: Package Design Final
Fig.37: Use in the Slide
6. Printing & Cutting
At first I tried printing on plastic sheets to make player units. I
thought I bought a printable sheet, but it was fail.
Fig.37: Unreliable Product
Fig.38: Printing Failure
So I gave up on printing directly and printed on a sticker I had and stuck
it to the sheet.
Fig.39: Player Unit Draft
Fig.40: Player Unit
Large format printing of cards and boards was in charge of an other member
of the team, but a last minute incident occurred when the printing store
stopped responding to the request.
I contacted a printing company I had worked with in the past and managed
to get it the night before. With the help of our leader, I was able to
complete the entire cutting process at midnight the day before the
presentation.
Fig.41: All Components are Ready to Play
Final Presentation
Due to morning classes, I was unable to participate in the filming of the
demonstration video. Therefore, I handed all the cut components to the
leader the night before and met up with the group at noon on the day of
the event.
Fig.42: Presentation Slides (6/7/2023)
Fig.43: Demo Video (6/7/2023)
Final Outcome
*The editable design data is submitted by the leader.
Fig.43: Final Board Design (6/7/2023)
Fig.44: Final Card Design 1 (6/7/2023)
Fig.45: Final Card Design 2 (6/7/2023)
Fig.46: Final Card Design 3 (6/7/2023)
Fig.46: Final Presentation Slides (6/7/2023)
Fig.47: Final Game Design Overview (6/7/2023)
REFLECTIONS
Experiences
We learned the basics of game production through individual exercises to deepen our knowledge of games and group projects to reflect this knowledge in actual games. Not only aesthetic visual design, the rules of the game must control the player's behavior and provide a positive experience. Nowadays, tens of thousands of games are actually produced a year, and most of them never become popular. Even games made by professionals have difficulty being recognized. This was a great challenge for us.
Observation
Although a slight departure from the content of the module content, group assignments are always fraught with problems. Of course, we know that learning is not the goal of many students. Maybe some students just wants to graduate, thinking that an extension of high school, or comes for no purpose. I am fine with that, but as long as we are working as a group, we should move with consideration so as not to overburden the other students. I believe that not only design sense and thinking ability, but also such cooperative skills are important in actual work. And those who are unable to do so tend to be less capable as well. This may be difficult for students who have never actually worked in the field. But they will be sorely disappointed about themselves later.
Findings
What I have learned through this module is that even fictional experiences should have an element of reality. Most of the games analyzed in the individual projects incorporated elements of reality. For example, board games such as chess are warfare, and in the digital game Pokemon, the theme would be hunting and domestication. Fire is weak against water. This is also realistic. There are games that use myths as a backdrop or even create fictional myths based on real myths. This sprinkling of realistic elements would make the setting more compelling and create a more immersive game for the player. I can't say that our game has reached that point, but I think it has provided enough learning to understand the theory of a game. From the fundamental question of why people play games, the lecture on the history of actual game development was very interesting. Thank you for the module.




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