Game Studies/ Project 3: Final Presentation

21st April 2025 - 23rd July 2025 (Week 1 - Week 14)
Natalie Chu Jing Xuan, 0354589
Game Studies, Bachelor of Design (Honours) in Creative Media
Project 3: Final Presentation


Table of Contents

  1. Module Information Booklet (MIB)
  2. Weekly Progress
  3. Final Presentation
  4. Reflection

Module Information Booklet (MIB)

Fig.1 Module Information Booklet (MIB)


Weekly Progress

Week 1/ Onboarding

We started the semester by going through the module information booklet, which outlined everything we’ll be doing for this module. After that, we formed our groups and began brainstorming ideas for our  game. Our theme for this project is to create a tabletop game based on glucose processes—specifically Glycolysis, Glycogenesis, and the Pentose Phosphate Pathway (PPP). 

One of our first concepts was to design a game inspired by Among Us. The idea involved a team of glucose molecules (playing the role of the good crewmates) versus a mutated sugar (acting as the imposter). We wanted to combine fun gameplay with an educational twist, turning it into a roleplaying game about sugar and the body.

Fig.1 First Game Idea

Week 2/  Game Design Ideas

After going through all of our initial ideas, we decided to shift our direction to a card-based game, drawing inspiration from Exploding Kittens. We had a group discussion to plan out the game mechanics, where everyone contributed their thoughts and suggestions. After refining the concept together, we agreed to move forward with this new card game approach.

Fig.2 First draft

Week 3/ GO OUT AND PLAY

There was no class this week, so our group took the chance to test our card game idea from Week 2. Using our initial concept, we did a rough playtest to see how the mechanics worked in practice. As expected, we encountered several issues—mainly imbalance in card types and difficulty tracking points.

We made some temporary changes to improve gameplay, like giving players the full deck in hand, introducing point cards instead of using pen and paper, and adjusting how cards are drawn each round. These revisions helped us identify what worked and what needed more tweaking.

Week 4/ Finalized Board Game Idea

This week, we presented our first draft playtest to the lecturers and received constructive feedback. To improve the game, we held a group discussion and made these changes on new win condition, ATP clarification, and some updates on action cards. 

Problem: 

  1. Game objective was not clear enough; Is finishing your cards early an advantage?
  2.  ⁠Confusion behind function of stored ATP.
  3. Incorrect body state: ‘Sick in bed’ does not follow the function of PPP, which is to repair and build.
Solution:

  • Clarified the objective of the game: First person to reach 7 points and yells "glucose!" wins.  This is to emphasize one of the strategies is to stay in the game to build up points & not finish your cards. 
  • Added a new rule: In the case that player doesn’t have Power ATP to deduct and has stored ATP, Stored ATP is downgraded into 1 Power ATP in exchange. 
  • Updated the PPP matches.

Week 5/ Game Pitch

This week, each group presented their game proposal to the class. Our presentation included game mechanics, game components, and initial game ideas that we didn’t choose. Click HERE to view our Proposal Slides:

Fig.3 Proposal Presentation Slides

Week 6/ Pre-Alpha Playtest

This week, we ran a pre-alpha playtest of our game, just among our team members. We recorded our gameplay and found some problems while playing. We also improved some game mechanics along the way. It was helpful to try things out and make the game better step by step.

Fig.4.1 Testing our own game

Problem: 

  1. Too little cards. No balance between negative cards and matches.
  2. More matches made the probability of having 7 matches on the first more likely.
Solution: 

  • We added 6 more matches; 2 glycolysis, 2 glycogenesis, and 2 PPP. Making the total number of matches in the game 22 which equals 31 points. 
  • Added a new rule of playing maximum 3 matches allowed before the first round.

Week 7/ Alpha Playtest

This week, we did our Alpha Playtest, which means each group had to prepare their game for others to play. One team member stayed with the players to help explain the rules and observe how they played. We also recorded the session, just like in Week 6. While watching, we took notes on what worked well and what didn’t. 

a. First playtest with classmate

 Fig.5.1 Alpha Playtest with classmate #1

Problem: 

  1. Matching list of body states and pathways takes too long to follow due to the number of matches. And it was hard for all players to see the list.

Solution: 

  • We color coded the cards and added symbols so that players can find it easier to match cards without having to constantly refer to the list.  
  • Additionally, we made a rule book which has the list of matches if needed.

b. Second playtest with classmates

Fig.5.2 Alpha Playtest with classmate #2 

Problem: 

  1. The game mechanic of drawing cards at the end of each turn made them confused which hindered the game play.

Solution: 

  • We updated the game mechanics so that they players draw the card first then decide if they want to play the card they drew or take out a match.

Week 8/ Beta Playtest Preparation

There were no classes this week, but our team met up on campus to prepare for the upcoming Beta Playtest. We divided the tasks among ourselves to make progress more efficiently.

Eugine and Zhi Wei worked on the presentation slides and updated the weekly game mechanics reiteration. Gabriela and Leen focused on designing the cards, including updating the titles and subtitles to match our new theme. Meanwhile, Xiang Lam and I worked on designing the rule book, making sure the instructions are clear, organized, and easy for players to follow. We also added a full match list so players could check if their matches were correct or not.

Fig.6.1 Rule Book First Draft

We also decided to add a dark humour theme to our body state cards to make the game more engaging and fun. Some of the new card names include “Anxiety after sending risky text,” “Heartbreak jog,” and “Skipped leg day.” 

Fig.6.2 Some of the New Card Name

Week 9/ Final Iteration (Online)

This week, we had an online progression check with our lecturer. Ms.Anis gave us some feedback on our rule book, especially about the information architecture. She mentioned that the structure could be improved to make it more organized and easier to follow. Highlight the important points more clearly, either by adding emphasis (like bold or colour) or by changing the layout so they stand out better. 

Therefore, Xiang Lam and I worked on redesigning the rule book, making sure it now matches the colour scheme of our cards. This not only improves consistency, but also makes the rule book look more visually appealing and easier to understand. 

Fig.7.1 2nd Rule Book Design

Week 10/ Developing Game Assets

There was no class this week, but our group met up on campus to get some final preparations done. Leen and Gabriela completed the final card designs, and the results turned out great.

Fig.8.1 Final Card Designs

Then, we printed them out and cut the cards. Everything is starting to look more polished and consistent with our game’s overall theme.

Fig.8.2 New Cards

Week 11/ Finalizing Game Assets

Fig.9.1 Final Game Assets

We needed coloured paper stars to use as ATP points when players successfully match the different pathways with the corresponding body states, and Leen managed to buy it online this week. 

Week 12/ Beta Playtest

We conducted our Beta Playtest with two different groups of people — our classmates, and Mr. Shamshul along with his students. 

Fig.10.1 Beta Playtest with classmate

Fig.10.2 Beta Playtest with Mr. Shamsul and his students

Problem:

  1. Game often times ends too quickly due to the high probability of players getting to 7 points early.
  2. To win the game faster, players were more likely to only take out glycolysis matches because it rewards 2 points and leave out the other pathway matches.

Solution:

  • To make the game last longer, we added a new color star (e.g. purple), each game the winner will take 1, and the real champion will be based on the number of purple stars.
  • We added a new rule: in the first round, players can only take out 1 match per pathway type. If player does not have all 3 types, then they only put out what they have.

Week 13/ Refinements Before Presentation

After going through several playtests, we realised that quite a few parts of our game had changed — especially the rules. We revised the instructions to make sure they matched the latest version of the game, and also made sure everything was clear and easy to follow.

Fig.11 Final Rule Book

Week 14/ Final Presentation

Click HERE to view our Final Presentation Slides:

Fig.12.1 Final Presentation Slide (Canva)

Fig.12.2 Final Presentation Slide.pdf

Click HERE to view our Submission Drive:

https://drive.google.com/drive/folders/18P_ViISpVzeDJgKPE3kBYpkpB_LUlHv-?usp=drive_link 

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Reflection

Throughout this project, I’ve learned a lot about how much effort goes into designing a tabletop game. It’s not just about coming up with a fun idea. It also involves planning, testing, redesigning, and paying attention to both the mechanics and the visual details. Each playtest helped us identify problems we didn’t expect, and it pushed us to keep refining the game to make it clearer and more enjoyable for players.

One thing I found especially important was the need to keep the gameplay smooth and easy to understand. Small issues like unclear rules, confusing card functions, or imbalanced scoring could easily affect the whole game experience. We had to make multiple changes to the rules and components along the way, which showed how essential it is to test and adjust as we go.

Overall, this project gave me hands-on experience in both creative thinking and problem-solving. I’m proud of how much our game improved from the early stages until the final version, and I now have a much better understanding of the game design process from start to finish.

[Table of Contents]

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