Week 2 - Exercise 2 - What makes this game playful?
Now that you had fun going down memory lane, choose one of your most favourite game. The one that made you a loyal fan, and play it again and again.
Based on the Playful Iterative Design framework, review the game's components - DESIGN, PLAY, and ANALYZE - as in how do they all come together to create playful experiences for this particular game.
These findings are most likely to strengthen and improve your current ideas for your game.
Present your findings as a video presentation and upload it into YouTube (set to Unlisted) for submission
Week 3 - Exercise 3 - Re-mediating the non-digital?
Identify a non-digital game which has been converted into a digital version. Discuss on:
1. Brief explanation of the gameplay
2. Differences and similarities of play dimension (real life vs on screen): Tip! Pick a game with either real-time or turn-based action; describe its core game mechanics and explain how the player experiences
them temporally during both play dimensions.
3. Benefits and disadvantages of three-dimensional: Tip! Find a game that has appeared in both two-dimensional and three-dimensional versions; compare, and give grounds for whether three-dimensional is beneficial or not in games.
Week 4 - Exercise 4 - The World’s evolution in Witcher 3
Identify a video game series or franchise that revolves around the same world (i.e: The Sims, God of War, Civilization, Guild Wars, Super Mario Bros) and discuss how each game’s iteration affect the world’s evolution.
Brief description of the chosen game
Differences and similarity of the world building throughout the series/franchise
TIP! Pick a game that revolves around the same world and lore. From here you can easily track the evolution of the worlds as the game progresses throughout the series/franchise.
We designed and developed our simple initial design for the alpha playtest
Week 7 - alpha playtest
The alpha playtest was pretty fun. The participants had fun with out game but they said the game took too long to finish and we figured that there was a lack of engagement and communication
Discussing about adding more elements and features with groupmates
Week 9 Final alpha playtest
after the improvements and adding the power cards feature. We had the playtest again and the participants liked it better than the first one.
Week 12 - Beta playtest
We playtested the game with added features like battle and more power cards and the participants quite liked it and gained positive feedback
Board design - 1 - Takuto
Board design - 2 - Fadil (mine) )
I wanted the board to look like a colosseum as how the theme is and I spent several hours designing this board but eventually, my groupmates said incorporating this highly detailed theme throughout the whole design is too much work so we ended up not using it
Final board design - Takuto/honoka
This is our final board design which I liked as well. although it wasn't our vision In the first place but still it's a cute nice design
Week 13
Final design and changes
We started designing the presentation slides
Then we incorporated the final changes like the board's design and power card
Week 14 - Final presentation
Regrettably, due to my unfortunate illness, I was unable to capture any photographs during the final presentation. Nonetheless, I am pleased to share that the presentation itself went pretty well. Despite my sickness, I persevered and contributed to the team's success. As we concluded our presentation, a profound sense of fulfilment washed over all of us, knowing that we had accomplished something truly remarkable.
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