Category Archives: Game Design

Game Design – Self Evaluation of the Team & Course Critique

Team Members

  • Irina V. (ideator) – Artist,  Writer – MSc. (student) Human Computer Interactions
  • Sofio G. – Graphics (Still and motion Photography) – MSc. (student) Human Computer Interactions
  • Jinesh P. – Technology-Entrepreneur (Project Management and Marketing) – MSc. (student) Human Computer Interactions

Self Evaluation

We cannot split the contributions of the individuals working towards this idea. The idea didn’t just happen – as our game design class at university progressed, our ideas matured to equal and fair contributions by all.

We have worked in group projects before but this particular group had very good sense of harmony in the way we worked primarily because of 2 reasons:

  1. 1. The Course Content – The challenges presented to us on every subsequent class made our project complex over time. Unlike otherS team, we didn’t have a fixed idea till the very last week. We build upon ideas over the course period.
  2. 2. Past Experience – The members of the team have worked in similar projects before. This is the reason we could divide the work rationally, take up responsibilities easily and co-discover together.

Even though we are largely satisfied with quality of our output and our smooth coordination, we do have a few things we WOULD NOT do all of over again.

  1. We spent most of our time on the core mechanics of the game. When we changed the core mechanics, parts of our story changed. This back and forth cost us a lot of time as a team. We should have stuck to the course scrip and no deviated from it!
  2. We needed to do a bit more research on the content we were offering. Having not watched all of Morgan Freeman movies, put in breaks into our story.

Course Feedback

While we enjoyed all of the course, there are two things we would have loved to learn more about. Here’s our little feedback on the overall course:

  1. Gaming as Billion Dollar Industry – We understand that this was a design course, however as designer students, we would love to know ‘where is the money at’ and what are our further options – businesswise.
  2. Social and Ethical side of Gaming – Whilst most students wouldn’t be interested in learning ethics involved in gaming, as human computer interaction students we can’t help but notice the significance of ethics within the gaming industry. With games that simulate murders and rapes, it’s time we make students aware of “what needs to be created” and not just “how to create”.
  3. Better grades for Gamejam? – When we opted for the course of Game Design we had no idea that our grades (indirectly through XPs) would be dependant on us participating in Game Jam. Neither was it mentioned on OIS nor the course script when we opted for this course. Two of three of our team members could not make it as they had prior commitments. It’s a bit crazy to think NOT participating the event gives us a distinct disadvantage on our grades.
  4. Learning made fun – Whilst we have had plenty of time to provide our critiques, here’s something we unanimously agree with – this course was designed in a way that we didn’t feel the studies were taxing. In fact we enjoyed every session inside and outside class (while we working in groups). Thank you for that!


Game Design: SAVING GOD!

Saving God




Team Name: Yahoo-da!

Why Yahoo-da? Cause it’s fun and almost sounds like Yoda enjoying a nice juicey strawberry (yahoda in czech) in Prague.

Team Members and Responsibilities

  • Irina V.(ideator) – Artist, Writer – MSc. (student) Human Computer Interactions
  • Sofio G. – Graphics (Still and motion Photography) – MSc. (student) Human Computer Interactions
  • Pavel – Sound Designer (Audio-Visual FX)
  • Jinesh P. – Technology-Entrepreneur (Project Management and Marketing) – MSc. (student) Human Computer Interactions

Description: Plot, Play and Player’s Role

Plot: You are Morgan Freeman stuck in a coma!

The idea of this game is to escape coma. Main character (Morgan Freeman aka The God), controlled by the player, wakes up in an unfamiliar place – he doesn’t remember who he is or how he got there!

He also doesn’t know that he’s stuck in his “subconscious”, while his actual physical body is in coma.

As the game progresses, he will find various clues that will bring some memories back, and at some point he will eventually realize what had happened to him.

A bit more about the Game Play and the Player’s Role:
game design 2

The world of subconscious is represented as a maze with many rooms. Each room is like a separate level, where player will have to solve puzzles in order to gather more memories. Some of the rooms will contain good memories, while others are full of bad memories. Good memories will support the character’s “will to live” and thus move him towards escaping coma. Bad memories will increase the character’s “apathy” and give him fewer reasons to live.

game design 1
At the end of the game two endings are possible, depending on the amount of good and bad memories that the player had gathered throughout the game. If “will to live” dominates, character will wake up from a coma and return to his family (Happy Ending). But if “apathy” is higher, the character gives up living, and we see a flatline on the monitor in the hospital (Sad Ending).

Game-play main mode

Still to decide.

Challenges and Action

Logical Challenges

Formal Logic Puzzles

Strategic Thinking



Strategy, Logic Adventure Games

Target Audience:

14+ and all.

Hardware Platform:

Mobile. Android 4.0 or higher, min. 512MB RAM

Competition / Collaboration mode

Multiple players can play this game. It is completely possible to co-discover different clues and solve them collaboratively. However, it’s not a competition. Players don’t complete with each other, they play together to unlock the cues faster.

Game world

To decide

Unique Selling Points

The game essentially works like a movie. You aren’t just playing a game. You are creating a movie story.

Unlike most games, this game will be mainly video based. We plan to take clippings from various Morgan Freeman movies and enable the user to create a movie of his/her own whilst playing the game.

The game is based on concept of Inception and Butterfly Effect. The first movie talks about three consciousness levels – conscious, sub-conscious and unconscious. In this game we let the player explore different paths of the subject’s (God’s). The second movie talks about how every small action in our life could lead to major repercussions in the future.

The game plot by itself is very interesting as there are only two endings to the game, a happy ending and a sad one, but in each ending you could recreate the same story with hundreds of different versions of the story through the memory clippings that will accessed behind doors.

Marketing Strategy:

Many celebrities have had fake deaths online. We want to use guerilla marketing techniques for this. Sure, some of the ideas presented here will not be possible without the appropriate permissions but we do have a way by which we could make this game viral.

We are going to ask Morgan Freeman to tweet about this game.

saving god 2



“I am in a Coma, save me!”

Game Design: Idea – Save Creepy & Trippy

Why will this game be the greatest game ever?
  1. You have aliens.
  2. You have Zombies
  3. There’s drama, survival, action and politics.
  4. It’s somewhat based on Star Wars.
  5. You get to kill mutated humans and there’s blood everywhere.
    DISCLAIMER: This game has absolutely NO educational value. You might learn a bit of …well, nothing. All characters are fictional and imaginary just like the green little man sitting next to you.

Creepy and Trippy Game (1) Creepy and Trippy Game (2) Creepy and Trippy Game (3) Creepy and Trippy Game (4)

Game Play:
Creepy and Trippy Game (5)


Creepy and Trippy Game (6)

Game Analysis: Doom (1993)

Game Analysis - Game Design

This is one of my favourite games. I remember playing it all the time when I was young. The objective of the game was to defeat all the different monsters hiding behind the closet in order to survive the horror attack

Name: Doom
 Genre: Science Fiction Horror-Themed First-Person shooter (FPS)
 Gameplay: 2D and 3D
 Competition Mode: Single and Networked Multi-player
 Rules: No rules. Stay alive! Kill any monster that comes your way or the monster eats you.
 Challenges and Actions: Speed and Orientation. Find potions, ammos and keys behinds doors to stay alive.
 Aesthetics and Harmony: Very scary and intimidating visuals that makes it kind of fun and spooky.
 Storytelling: Not really.
 Risk and reward: Don't waste time entering the wrong door. You will waste ammo trying to kill the monster
 Novelty: The first of its kind FPS
 Learning: Orientation, Speed, Agility
 Creative and Expressive Play: None.
 Immersion: Finding extra potions and ammo
 Socializing : In some versions. Network connected multiplayer.