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%
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.
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.
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.
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.
We also prepared and presented our Project 1 slide deck, receiving positive feedback.
Playtest 2 (New player group 1)
Date: 05/11/2025 (week7)
Duration: 1hour38minutes
Video: New Players Group 1 (5/11)
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.
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.
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
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.
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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.
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%
TABLE OF CONTENTS
1. Lectures
2. Instruction
3. Process Work
4. Final Submission
5. Reflection
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2. Instruction
3. Process Work
4. Final Submission
5. Reflection
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LECTURES
Lecture Slides: View Here
INSTRUCTION
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 ResearchIn 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.
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.Play Week
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.
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.
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
Playtest 3 (New player group 2)
Date: 10/11/2025 (week8)
Duration: 1 hour 03 minutes
Video: New Players Group 2 (10/11)
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
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
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.
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FINAL SUBMISSION
Weekly
Logs
Proposal Presentation Deck
Final
Presentation
Deck
Final
Presentation
Video
Playtest
Video
Folder
Mechanic
Reviews
Iterative
Playtest
Report
https://docs.google.com/spreadsheets/d/1pwXEroInR4ooP-ly6hOBa2maDSog4BDOAd18VsujUbw/edit?usp=sharing
Visual
File
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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