Game Studies / Final Compilation
22.09.25 - 29.12.25 (Week 1-14)
PAN RUINING (0378138)
Bachelor of Design (Honours) in Creative Media
Game Studies / Final Compilation
CONTENT LIST
INSTRUCTION
TASK PROGRESS
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
WEEK 1 - 4
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
WEEK 5 - 6
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)
WEEK 7
This week was spent on recording the first official playtest which is played
by our group members.
Fig 1.5 First playtest with team members (5× speed)
This resulted in more changes to our game mechanics such as adjusting the
number of shields in the game and the damage that damage cards can inflict
on other plants.
WEEK 9
This week was spent on recording the second official playtest which is
played by new members from other groups.
Fig 1.6 First playtest with team members (5× speed)
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.
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. This was followed by the last and final
playtest with both new and returning players.
Fig 1.7 Adding artwork to action cards
Third Playtest with both returning players and new players
Fig
1.10 Third playtest with new and returning players (5× speed)
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.
WEEK 14: Presentation video and finished card game
Presentation video
Fig
1.11 Final presentation video
Final card game
Fig 1.12 Inside card game box cover
Fig 1.13 Inside card game box
Fig 1.14 Card game content
REFLECTION
Experience:
I found this project especially interesting. Although we were initially
stuck on deciding what kind of board game to design, through collective
brainstorming and suggestions from all team members, we eventually came up
with this card-based game. We worked together to establish the rules, create
and illustrate the cards, and then test and refine the gameplay. The whole
process felt both fun and fulfilling, and in the end, we successfully
created a card game that is both enjoyable and cute.
Observations:
I observed that creating a game may seem simple at first, but in reality,
each round of testing reveals new issues that need to be fixed and refined.
This process requires patience and strong collaboration among team
members.
Findings:
I found that designing a game cannot rely solely on testing by the developers themselves. It is essential to have people who have never played the game test it. Only then can we obtain the most genuine feedback and improve the game’s playability.
I found that designing a game cannot rely solely on testing by the developers themselves. It is essential to have people who have never played the game test it. Only then can we obtain the most genuine feedback and improve the game’s playability.
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