Shipwreck Cove: Game Rules, Reflection and 2nd Playtest

Game making is not something I ever thought I would undertake, and it’s a process that has been far more challenging than first anticipated. There are far more components to creating a game than I ever truly realised, and each had a set of their own challenges, and obstacles I needed to overcome. Throughout this entire process, I did, however, learn that it is absolutely fine to scrap something that is not working, something that was needed many times when creating my game.

In the past, I would have done everything possible to make it work, even if there was no solution. Game making has taught me that having a failing component is not the worst thing. The pros and cons of each individual ship, the original shape of the board, and even the way the shipwreck tokens were used have either been scrapped, or redesigned, due to feedback I received in the playtests.

That said, the most difficult aspect of game making, thus far, has been creating the game rules. I had an idea in my head what I wanted the game to be and how I wanted to explain it. Writing the rules though proved to be an incredibly frustrating process. That said, you can read the rules of my game, Shipwreck Cove, below.

Continue reading

Shipwreck Cove: There Were Problems

Screen Shot 2018-05-18 at 4.40.06 pm.png

After putting together my first prototype, including writing up a sheet of rules for my game, ‘Shipwreck Cove’, I felt confident heading into my first play test. I thought I had created a draft of a game that would work well…. that turned out to not be exactly true.

Continue reading

Individual Game Prototype & Material Components

After thinking up 10 game ideas, and deciding to go forward with my pirate themed game, “Treasure Cove” (again, I will most likely change the title again), I went forward with beginning to create a prototype. Even with a lack of any sort of drawing skills, I managed to create a very rough draft.

For this initial prototype, I chose an A4 piece of paper, a dice, 4 cards, and some meeples (to stand in for the ships each player will move around the board).


Continue reading

Group Game Individual Contribution


Over the last few weeks, we, as a group, have been tasked to create a game. An overly enjoyable process, my individual contribution to this overall process (design & pitch presentation) changed slightly as the weeks progressed, and this was simply due to the departure of one our group members 2 weeks in. That said, Callum and I were able to roughly break up the responsibilities evenly. Continue reading

Group Game – Narrative & Story – Sitcom!


We all know that one show. That one sitcom, that just continues to churn out episode after episode, for years on end, even those it had lost its charm and appeal several seasons ago. For the group game that Callum and I are developing in class, the players aim to create a show that has the ability to knock this show off the top spot. For the time being, this game will be known as ‘Sitcom!’

Continue reading

King Of Tokyo – Game Analysis


Box Art of ‘King of Tokyo’

Simplicity. That would be the word that first came into my mind when our game of ‘King of Tokyo’ (developed by games designer Richard Garfield), began. I thought to myself, how challenging can a game really be, when it simply involves rolling 6 die, in order to either attack, heal, or gain energy points. I, for one, did not even begin to imagine how valuable the strategic component of this game could be. As we found out, if you wanted to win, strategy played a big part, in a game that is far from simple.

Continue reading