22/9/2025 - 28/12/2025 / (Week 1 - Week 14)
Aricia Man Yi Xuan / 0375026
Game Studies / Exercises / GCD61504
Bachelor of Design (Hons) in Creative Media
TABLE OF CONTENT
1. Lectures
2. Instructions
4. Reflection
LECTURES
WEEK 1
Fig.1.1.1 Weekly Briefs & Tracker / (Week 1, 23/9/2025)
Fig.1.1.2 Principles of Game Design / (Week 1, 23/9/2025)
This week, Ms. Noranis briefed us on the module information booklet and
introduced us to the Principles of Game Design (Fig.1.1.2). We formed our
group in class and play board games to develop idea further.
WEEK 2
|
Fig.1.1.4 Balancing Fun and Educational Elements in Game
Design / (Week 2, 30/9/2025) |
This week, Ms. Noranis introduced us to the topic "Balancing Fun and Educational Elements in Game Design". Later
on, we created to developing the game proposal, where we decided on a school
and GPA theme and brainstormed possible mechanics. We also thought about
potential names for the game, which called "CGPA 4.0!". We also
discussed when to visit a board game cafe to experience similar games and
learn how different mechanics create enjoyment in gameplay. At the same time, we purchased base card decks from Shopee so we can
prototype our own cards next week.
WEEK 3
This week, our group went to a board game café (meeples) to explore and play different types of board and card games. We gain inspiration and understand various gameplay mechanics, including how cards are designed and how interaction happens between players. During the session, we found one particular game that had a similar card design and mechanic to our school-themed CGPA game idea. This helped us understand how card categories can be organized and how to make the game more engaging.
This week, our group went to a board game café (meeples) to explore and play different types of board and card games. We gain inspiration and understand various gameplay mechanics, including how cards are designed and how interaction happens between players. During the session, we found one particular game that had a similar card design and mechanic to our school-themed CGPA game idea. This helped us understand how card categories can be organized and how to make the game more engaging.
WEEK 4
Fig.1.1.7 Playtesting & Iterative Design / (Week 4, 14/10/2025)
Today’s lecture focused on "Playtesting and Interactive Design",
where we learned about the
design thinking process, basic iterative process, and iterative process
with context.. The lecturer explained how playtesting helps designers understand player
experience, adjust mechanics, and refine the rules for better interaction.
After that, we were assigned a new
Exercise 2: Non-digital to digital — evolution and remediating this
game".
INSTRUCTIONS
Fig.2.1.1 Module Information Booklet
EXERCISES
Exercise 1: My most favourite video game & what makes this game playful
|
| Fig.3.1.1 The Sims 4 / (Week 1, 25/9/2025) |
Fig.3.1.2 Exercise 1 Template Part A / (Week 2, 1/10/2025)
Fig.3.1.3 Exercise 1 Template Part B / (Week 2, 1/10/2025)
Exercise 2: Non-digital to digital — Evolution and remediating this
game
Description:
- Identify a non-digital game which has been converted into a digital version.
- This can differ from the one you played together with your groupmate.
Discuss On:
1. Brief explanation of the
gameplay
2. Differences and similarity of
play dimension (real life vs on screen)
- 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
physical vs digital forms:
- Tip! Find a game that has appeared in both versions; compare, and give grounds for the benefits of playability and playful experiences.
Game Selected: Monopoly
|
| Fig.3.1.4 Evolution of Monopoly / (Week 4, 14/10/2025) |
Fig.3.1.5 Exercise 1 Template / (Week 5, 27/10/2025)
REFLECTIONS
Experience:
Through these exercise, I got to explore how different types of games
are designed and what makes them feel engaging to players. For Exercise 1,
when I talked about my favourite video game, I realized how much game
mechanics, visuals, and emotional storytelling affect how fun and meaningful
a game feels. It helped me think deeper about why some games keep players
hooked for hours while others lose interest fast. For Exercise
2, it reminded me of my childhood. I actually used to play the Monopoly
Zapped Edition with my family, and thinking about it now makes me feel a bit
nostalgic. I still remember how everyone gathered and we usually play on the
floor, using my iPad to tap our bank cards and laugh at the mini-games that
popped up. Doing this exercise made me realize how meaningful those shared
game moments were because it wasn’t just about competing, but about spending
time together and having fun.
Observation:
From both exercises, I observed that every type of game have a
different kind of engagement. Physical games bring people closer, while
digital games use visuals and sound effects to keep players attracted. I
like the hybrid version the most as it connects both edition, showing how
technology can make traditional play more lively without losing its social
aspect.
Findings:
Overall, I learned that what makes a good game is how it creates
connection and enjoyment. Physical games build real human connection,
while digital ones bring accessibility and flow. I also understood
more deeply how game design principles shape the player experience when
designing a board game. From this, I also got a lot of inspiration for my
group project "GPA 4.0" card game. It made me think more about how to make
my game more interesting, and how to include elements that keep players
emotionally engaged.



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