Description:
This group project involves creating a board game for our client, Beyond the Board. The game is designed to be accessible, incorporating various ICT solutions, different levels of difficulty, and interactive gameplay to engage all players.
Project Information
Project Duration:
Week 4 - Week 18 (10 Mar - 26 Jun)
Client:
Beyond the Board (Petra and Maikel)
Used Software:
- Figma
- Adobe Illustrator
- Canva (Presentation)
- Microsoft (Teams, Planner, Word)
Reflection:
Creating this board game was a valuable and hands-on experience. Throughout the process, I learned how to turn an idea into a complete product, balancing both physical gameplay and digital support through the app. Working with my team helped me improve my communication and collaboration skills, especially when testing and refining the rules and design. One of the main challenges was making the game both fun and clear for new players, but through user testing and feedback, we adjusted mechanics to improve the experience. I’m proud of how the final result came together, and it showed me how game design combines creativity, user thinking, and problem-solving.
Process:
As a group, we conducted various research activities to understand what a board game is and how to create one. After interviews with the stakeholders (Petra and Maikel), we learned that we could develop any concept and decide on the target audience for the game. We chose Gen-Z as our target audience. I personally researched this group to understand their daily habits, such as the applications they use and how they interact with them. I discovered that they are very active on social media, which inspired the idea of creating a game based on social media. As a group, we brainstormed more ideas and used different CMD methods, following the Double Diamond approach. These methods included expert interviews, surveys, and others to help us shape the concept of our game.
Pio-Pero started as a simple idea inspired by the spirit of travel and exploration. Early versions included
concepts like island adventures and Monopoly-style gameplay, but these felt too limiting and conventional.
After exploring different mechanics, the concept evolved into a travel-themed game with digital integration,
designed to be more interactive and modern. This shift aimed to capture the excitement of discovering new
places while challenging players to think creatively.
In its final form, Pio-Pero blends traditional board game mechanics with unique elements like anti-clockwise
movement and subtractive dice rolls, where players subtract their rolls instead of adding them (e.g.,
5-2=3). Players start with money to unlock city stickers, pay for challenges, and use special game features.
To win, they must collect three city stickers per stamp and gather three stamps in total, adding a strategic
layer to the gameplay. The game also includes mystery boxes with surprise bonuses and side quests for extra
rewards, keeping the experience fresh and engaging. The digital app further enhances the game with
interactive challenges and mini-games.
During concepting day, teachers like Dirk, Pennie, Kadian responded positively to the concept,
praising its potential for fun and creativity. They suggested adding more story elements to deepen the
experience, and early visuals received encouraging feedback. With ongoing testing and refinement, Pio-Pero
aims to become a memorable adventure for all players.
I started the design of the app by first making a low-fidelity (lo-fi) version. This helped me test the
structure and basic flow of the game. After that, I created a high-fidelity (hi-fi) version that looks and
feels more like the final product. I used React and Vite to build the app and added IndexedDB so it works
offline.
The app includes different parts of the board game, like Mystery Box, Side Quests, and Questions. I added
simple animations and made sure the design is easy to use. The game saves progress, so players can continue
later. The high-fidelity version shows both the full design and how the game really works.
During the semester, we regularly presented our progress and product to our teachers. There were two types
of presentations we did. The first one was a weekly progress update, usually on Thursdays. In these
sessions, we explained the development of our group work, shared feedback, and showed how we were improving
the product step by step. These presentations were more focused on the process.
The second type was more like a showcase or expo rather than a formal screen presentation. In these
sessions, we showed the actual product to others. The first time we showcased our product was when the
high-fidelity version was ready. It was the first moment when others could interact with a complete version
of our design.
Later, we participated in the “Night of Nerds,” where we presented our product again and also did user
testing. This helped us gather real feedback from users and improve the experience. Finally, we joined the
end-of-semester Showcase Day, where we presented our final version to both teachers and other students. It
was a great way to show our full journey and the finished result.