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Puzzle game Design Studio

Description

This project challenges students to collaboratively design, prototype, and build a fully functional escape room/puzzle box/puzzle game experience. Over the course of 14 weeks, you will in will develop immersive narratives, construct puzzle-based game mechanics, and integrate physical and digital technologies into a cohesive, playable space. The project culminates in a live demonstration and user playtests. The game can be either implemented as outdoor game, a one off escape room in a box, production ready puzzle box or a combination of those. There will be no separate room of any sort available for the buildout.

Learning Goals

By completing this course, you will:

  • Apply interdisciplinary skills
    Integrate storytelling, interaction design, prototyping, and basic electronics to create immersive game experiences.
  • Learn user-centered design
    Design puzzles and narrative elements based on iterative playtesting and user feedback.
  • Gain experience in open-ended teamwork
    Practice agile planning, collaborative problem-solving, and distributed roles in a team setting.
  • Develop physical prototyping literacy
    Learn how to design, build, and test tangible game interfaces using both low- and high-fidelity materials.
  • Understand narrative-driven game mechanics
    Create engaging stories that integrate meaningfully with gameplay and puzzle logic.
  • Present and reflect professionally
    Communicate design ideas effectively and critically reflect on design outcomes, challenges, and teamwork dynamics.

Deliverables

https://www.notion.so/2287b14cbdf881ed81adddc017a2ae66?v=2287b14cbdf881aabf9a000ca3867067

NameDescriptionCriteriaLink
Project plan
  • timeline
  • milestones
  • task distribution
  • risk analysis
  • time estimates for milestones
  • Completeness (30%)
  • Realism of plan (20%)
  • Inclusion of risks and mitigations (20%)
  • Clear roles and responsibilities (30%)
Project brief
  • initial concept
  • target audience
  • goals
  • Clarity of concept (20%)
  • Relevance to target audience (20%)
  • Originality/creativity (30%)
  • Feasibility of the idea (30%)
Game story
  • define the narrative arc and emotional journey
  • describe characters and setting of the game
  • Coherence and structure (30%)
  • Integration with puzzles and gameplay (30%)
  • Creativity and engagement (40%)
Game Design document (iterative)
  • mechanics
  • puzzles
  • player flow
  • tech and physical interactions
  • tools used
  • Completeness and detail (30%)
  • Consistency and logic (20%)
  • Game flow clarity (30%)
  • Balance between challenge and solvability (20%)
Integrated prototype
  • minimum viable playable room setup
  • can be partial, but cohesive
  • artifacts connected together (can be wizard of Oz)
  • Functionality of puzzles (40%)
  • Integration between elements (30%)
  • Presentation of experience (30%)
User testing report
  • feedback analysis
  • iteration plan
  • Rigor of test setup (20%)
  • Insightfulness of observations (30%)
  • Responsiveness to feedback (30%)
  • Clarity and professionalism of report (20%)
Artefact testing report
  • usability
  • robustness
  • safety
  • maintenance
Self eval form for reflection
  • what is working well
  • what should be improved for rest of the project
Puzzle Design Specification (iterative) (optional as separate, or embedded in GDD)
  • individual puzzle breakdowns
  • logic
  • dependencies
  • reset mechanisms
  • Clarity and precision (40%)
  • Innovation in puzzle design (30%)
  • Player feedback and iteration (30%)
Artefact Prototypes (iterative)
  • individual physical or digital puzzle and prop artefacts
Final Game Installation
  • functioning escape room with all puzzles integrated
  • Playability and immersion (40%)
  • Robustness of implementation (20%)
  • Aesthetic/theming (20%)
  • Reset and maintenance design (20%)
Setup & Reset Manual
  • how to prepare and reset the room for new users
  • Completeness and accuracy (40%)
  • Usability by someone outside the team (30%)
  • Clarity and structure (30%)
Final Reflection Report
  • individual and group reflection on process
  • learning
  • team dynamics
Presentation/Demo Day
  • Clarity of communication (30%)
  • Engagement and storytelling (30%)
  • Technical readiness/demo success (40%)
Rough budget estimate
  • estimated cost to build and run the game
  • balanced with options how to finance it
  • Realism
  • Completeness
Existing games report
  • what makes a good escape room game based on playtesting
Presentation Website
  • promo website of the game to attract players
  • booking functionality (payment optional, project dependent)
Reservation system
  • online system for player bookings and game master management
  • Possibility for players to pick date and time
  • Overview of bookings for game master
  • Possibility to cancel bookings
  • Overview of available time slots for players
Budget for game buildout
  • finalized budget with specific materials for buildout
  • Realism
  • Completeness
Final plan of the game
  • blueprint that can be used to build the game by anyone
  • Realism
  • Completeness
  • Clarity
On site integrated prototype
  • prototype buildout in the final location