GAMES STUDIES - FINAL COMPILATION

22/9/2025 -  29/12/2025 (Week 1 - 14)

SUN YUTONG (0377440)

GAMES STUDIES / Bachelor of Design (Honours) in Creative Media

Final Compilation


JUMP LINK


INSTRUCTIONS



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


Update Progress

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

In the Second half of the four weeks, the team moved from ideation to creation where we developed paper prototypes of the game's cards. This allowed us to perform an initial testing which allowed us to determine if the game is playable with proper game mechanics before moving to creating the actual cards for the game. The initial Playtest resulted in us changing the damage of the action cards and the number of shields and growth cards for the game, ensuring an enjoyable experience for the players.

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)
Fig 1.4 - Sprout Up! prototype design (growth card and bloom token)

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

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 - Second playtest with new players

 We did our best in guiding the players throughout the playtest. This resulted in feedbacks from the players asking us to look over the shields and damages as it was difficult for them to raise their plants and increase the number of action cards that will result in getting a new pot as players found it hard to play through without a single pot to grow.

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



Fig 1.8 - Final prototype family photo

Fig 1.9 - More testing with team members


Third Playtest with both returning players and new players:

Fig 1.10 - Third playtest with new and returning players (2 each)

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



Finished card game:

Fig 1.12 - Inside card game box cover

Fig 1.13 - Inside card game box


Fig 1.14 - Card game content


FEEDBACK

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REFLECTION

Through this course, I gained a deeper understanding of the importance of game testing in the game design process. Initially, my understanding of board game design was superficial, believing that as long as the rules were complete and the gameplay was clear, it was sufficient. However, through multiple rounds of actual testing and observing the gameplay of different players, I gradually realized that many potential problems only surface in real-world scenarios, such as misunderstandings of the rules, a slow game pace, or insufficient player engagement. This made me realize that game design is a continuous process of trial and error and optimization, rather than a one-time achievement.

Furthermore, teamwork played a crucial role throughout the project. Through continuous communication and idea exchange with team members, we jointly developed the rules, designed the cards, and repeatedly tested the gameplay. We also designed the cards together. This collaboration not only improved my teamwork and communication skills but also taught me to look at design problems from different perspectives. The discussions and adjustments after each round of testing gradually improved the game.



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