Our Parsons Game Design!

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Overview:

     First, we started talking about our individual experiences and took notes. Everyone had a compelling story to tell, so we used the most compelling information to incorporate it into our game. Ideas like detours, initial preparations, and other important decisions that helped us fast track our way to Parsons. We included images that represented two different routes of our lives; one depicts our decision to pursue education at Parsons and the other which

Once we had enough information from the group, we collectively brainstormed ideas that would make our game interesting. We agreed that it should be interactive, where players have to somewhat speak up, act out, or engage with other players.  One thing that we did to incorporate our personal experiences was that we created Chance cards that have either a perk or a setback. These perks and setbacks are all based on our personal experience. We also had a section of the game board designated for each player to create their own design that represents their connection to Parsons.

 Game Assessment:

     We learned through our assessment that the main issue was the clarity of the rules. One group said, “Confused as to what playing cards are. How many portfolio stones do we begin with? Do we keep play cards or discard them?” We then realized our shortcomings in the instructions. It was obvious that we had to review our instructions and elaborate on certain specific rules.

     Overall, we were happy with our assessment and didn’t have to change anything else but a few rules.IMG_3231 IMG_3249

Some of the roles that I played was mostly concept and typography design on the Chance cards. I conceptualized the portfolio stones and how they work, the deck of playing cards and their abilities, and the action squares that you land on when playing the game. I designed my corner of the board, bought the portfolio stones, and helped Huilin with the game box.

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