Games Studies: Tabletop Game Final Compilation

22/09/2025 - 02/01/2026 / Week 1 - Week 14

Ye YingYing / 0364398
Games Studies / Bachelor of Design (Hons) in Creative Media / Taylor's University

Project 1: Propose a Tabletop Game Design - 20%
Project 2 - Table Top Playtests (3cycles) - 20%
Final Project: Tabletop Game Development - 40%


    INSTRUCTION 
     

    < back to top >
    PROCESS WORK
    Quick Links
    Exercises 1 & 2 blog post: Click to view

    Group 6 Drive Folder (all documents): Click to view
    Group weekly logs: Click to view
    Final Presentation YouTube Link: Click to view

    Week 1
    Group Formation & Game Research
    In Week 1, our group was formed, and I took on the role of group leader. My group members are Wong Mei Yee (0367857), Racheal Tan Tze Rou (0381005), and Areeya Foo Xue Ting (0368211).

    And we had a small individual task this week, in which each of us researched one old or traditional game that could be reinvented. This helped us explore different game ideas and understand which mechanics might have potential for redesign. I researched the game Halli Galli, focusing on its origin and history, core rules, number of players and playtime, original target audience, key gameplay mechanisms, and winning conditions. This research helped me better understand how simple mechanics can still create engaging and fast-paced gameplay.

    Week 2
    Initial Ideation
    In Week 2, we focused on developing our initial game concept. We chose Cluedo as our main inspiration because of its hidden information and deduction-based gameplay, which aligns well with the interactive experience we wanted to create. However, instead of a crime-solving theme, we shifted to a lighter and more playful cooking competition setting.

    We grounded the concept in Malaysian food culture to give the game a strong identity while keeping it fun and approachable. For the gameplay system, we drew inspiration from UNO’s card mechanics to ensure the game remains fast-paced, easy to learn, and beginner-friendly. This week mainly focused on aligning the theme, mechanics, and player experience into a clear direction for the game.

    Week 3
    Play Week
    In Week 3, our group spent time playing board games together at the Student Life Centre. Although the selection of games was limited, the session allowed us to observe different game mechanics and discuss what worked well and what could be applied to our own project.

    From UNO, we learned how a simple and consistent card system can create fast-paced gameplay and strong player interaction through action cards. Blokus showed us how clear visuals and equal resources can support fair but strategic play without relying on luck. Cluedo helped us understand how hidden information, deduction, and memory can keep players engaged and actively thinking. Overall, this week helped us better understand how different mechanics influence player experience and informed our design decisions moving forward.

    Week 4
    Initial Game Design
    In Week 4, we developed the initial game design for Makan Mania, a 3–4 player lighthearted cooking card game inspired by Malaysia’s food culture. The game focuses on strategy, memory, and observation, where players aim to complete meals while disrupting others.

    We refined the core concept by reimagining Cluedo’s deduction and player interaction in a lively kitchen setting, and used an UNO-inspired card system to keep the gameplay fast-paced and accessible. This week mainly focused on defining the game’s components, core mechanics, and basic rules, helping us establish a clear foundation for further development and testing.

    Week 5
    Mock Test
    In Week 5, we conducted our first internal mock-up test using our prototype. The playtest was done within our group to see how the game mechanics worked in practice.

    We focused on the flow of turns, clarity of rules, effectiveness of action cards, and whether completing a meal felt balanced and achievable. Testing within the group allowed us to quickly identify issues and discuss them immediately. Some action cards were confusing, and a few ingredient or tool combinations felt unbalanced, but overall, the gameplay was fun, and player interactions worked as intended. This mock test helped us identify areas for improvement before moving on to external playtesting.

    Week 6
    Refinement & Presentation & Visual Development
    This week, we refined the game based on issues found during the internal mock test. We adjusted the quantity of ingredients, tools, and action cards to improve balance, and simplified the rules to make them clearer and easier to learn.

    We also prepared and presented our Project 1 slide deck, receiving positive feedback. 

    After that, we focused on improving the card design by adding clearer icons, better colour coding, and a more cohesive visual style, then printed an updated prototype for the next playtest.

    Week 7
    Physical Prototype & First Playtest
    In Week 7, we completed the physical version of our card game and conducted our first external playtest. This allowed us to observe how real players interacted with the game.

    Playtest 2 (New player group 1)
    Date: 05/11/2025 (week7)
    Duration: 1hour38minutes
    Video: New Players Group 1 (5/11)

    Based on the playtest, we identified key issues and made refinements. Guessing other players’ meal cards was too easy, so we limited players to only one guess per opponent to prevent repeated guessing. We also noticed an imbalance between ingredient and action cards, which caused players to focus more on collecting ingredients than using strategy. To address this, we reduced the number of ingredient cards and increased action cards to create a more balanced and strategic gameplay experience.

    Week 8
    Playtest 2
    In Week 8, we conducted our second playtest with Group 2. This playtest allowed us to observe how players outside our group understood the rules and interacted with the refined mechanics. The feedback helped us evaluate whether the changes made after the first playtest improved game balance, clarity, and overall gameplay experience.
    Playtest 3 (New player group 2)
    Date: 10/11/2025 (week8)
    Duration: 1 hour 03 minutes
    Video: New Players Group 2 (10/11)

    Week 9-11
    Refinement Based on Playtest Feedback & Report
    Between Weeks 9 and 11, we focused on refining the game based on feedback from Group 2. One key issue was confusion around the one-action-per-turn rule, as players often compared the game to UNO, where multiple actions are allowed. To address this, we added a clear rule reminder card stating “Only one action per turn” and reinforced this rule during explanations and gameplay.

    We also reviewed the role of Action Cards after feedback suggested the game would feel limited without them. Instead of simplifying or removing these cards, we decided to keep and emphasise them as a core strategic element. Action Cards remain frequent enough to support sabotage, tension, and meaningful player interaction.


    Week 12
    Final Playtest 
    In Week 12, we conducted our final playtest to evaluate the latest refinements made to the game. This session helped us observe whether the clarified rules and adjusted balance improved player understanding, strategic use of action cards, and overall gameplay flow.
    Playtest 4 (Returning & New player)
    Date: 08/12/2025 (week12)
    Duration: 35 minutes
    Video: Returning & New Players (8/12).MOV

    Week 13
    Final Refinement 
    In Week 13, we focused on improving rule clarity and balancing the game’s final win condition. Feedback showed that new players struggled to understand the rules and action card effects. To address this, we retained all Action Cards as a core strategic element and ensured they appeared frequently enough to influence gameplay.

    We also adjusted the final meal rule: players now need to collect four ingredients for their last meal, instead of fewer, to prevent quick wins and maintain tension in the late game.

    Week 14
    Finalisation & Submission
    In Week 14, we finalised all aspects of the game, filmed our final presentation video, and submitted all required materials. 

    This semester was definitely challenging, but I learned a lot about myself and how I work in a team. Being the group leader made me realise how much effort goes into organising and keeping everyone on track, and it taught me to be patient and listen to different perspectives.

    Some weeks were stressful, especially when things didn’t go as planned or when I kept second-guessing my decisions. There were moments I felt frustrated, but seeing small improvements after each playtest made all the effort worth it. I enjoyed seeing our ideas take shape and watching the group collaborate to solve problems together.

    I also learned the value of iteration and feedback. Testing our game repeatedly showed me how important it is to notice the little things that can make a big difference, and to be flexible when something isn’t working.

    Overall, this project was rewarding not just because we created a playable game, but because it pushed me to be more organised, creative, and reflective. I feel more confident in my abilities and more aware of how much patience and persistence matter in any creative process.

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