Design Collaborative Practice | Final Project : Client Presentation
5.12.2025 - 11.1.2026 || Week 12 - Week 14
Yong Zhen Xing || 0359473
Design Collaborative Practice || Bachelor of Design (Honours) in Creative Media / Taylor's University
Client Presentation
3. Feedback
4. Reflection
Final Project : Client Presentation
Regarding the layout of the board game, excluding the board itself and the ATP cubes, most of the visual elements appear to be more related to economics and a Halloween theme than to biology. From a player’s perspective, when they look at all the components of the board game, they may not immediately associate it with biological concepts. Instead, these elements are more likely to be interpreted as representing economic systems and the witch, which can weaken the biological theme at first glance and highlight an opportunity to better integrate biological elements into the overall design."
ReflectionThroughout the 14 weeks of Design Collaborative Practice, we have researched, designed and made a fully playable board game using the idea/concept from the past student's work. It was the most enjoyable 14 weeks I had in a semester as we get to see our work come to life. At the very first, I couldn't really see the vision of our board game as all of us seem to have a different idea in mind. After selecting on our theme and figuring out the balance between education and cute-styled, suddenly the vision became clearer and clearer.
My Other Design Collaborative Practice Work:
Task 1 : Empathy Map & Problem Statement
Yong Zhen Xing || 0359473
Design Collaborative Practice || Bachelor of Design (Honours) in Creative Media / Taylor's University
Client Presentation
3. Feedback
4. Reflection
Instructions
Final Project : Client Presentation
As for our final project, we need to present our final board game to our client (The original creators of the board game). The final presentation needs to have all the physical components and be fully playable.
Finalizing The Design
First I worked on redesigning the board to make it more consistent following the last feedback. I changed the outline of each icons, ensured that the entire board uses the same font, and adjusted some of the icons as some felt too much, most notable was the Bank and Investment. The changed can be seen in fig 1.1, where ; Left - Old ; Right - New.
fig 1.1, Updated Board Design (7/1/2025)
Then I worked on the box design. The image below (fig 1.2) show's Felicia's attempt at front page. I then take the idea and refine it even more (fig 1.3).
fig 2.1, Felicia's Box Design (5/12/2025)
fig 2.2, Cover Refine Progress 1 (10/12/2025)
fig 2.3, Cover Refine Progress 2 (12/12/2025)
fig 2.4, Cover Refine Progress 3 (19/12/2025)
The box cover was hardest element to make and went through many discussions as it needed to look attractive.
fig 2.5, Final Cover Design (19/12/2025)
I also designed the back and the side of the box. I looked through many references from other boards games to ensure I don't miss out anything important. Things such as age, game description and player count is quite important when trying to get people to play your game.
fig 2.6, Back and Side Box Design (12/12/2025)
I then quickly remade the roulette board so that it fits our style of our current board which mainly is the gradient. I also made sure each text is centered to the shape and change the pointer of the character so that it shows a more accurate reading. Left - Old ; Right - New.
fig 3.1, Updated Roulette Design (1/1/2026)
Lastly, the manual design. I asked Felicia to do the manual which can be seen below (fig 4.1). Then I used her draft and refine it even more (fig 4.2).
fig 4.1, Old Manual Design (31/12/2025)
fig 4.2, Updated Manual Design (1/1/2026)
Printing and Assembling
The biggest change we have made in the game design is changing the stock market cards into a roulette system. So to make that, we took a fidget spinner and took out its bearing as well as the 2 other plastic layer that goes through the bearing for our roulette.
fig 5.1, Removing The Bearing (1/1/2026)
fig 5.2, Drilling a Hole (6/1/2026)
fig 5.3, Testing The Spinner (6/1/2026)
Last step was just to add the character at the center and the spinner was complete!
fig 5.4, Final Stock Market Spinner (7/1/2026)
The ATP sugar cubes that we planned also needed to be painted, so I sprayed painted it. This process took an entire day as I needed to spray one side, wait for it to dry, then flip each one over.
fig 6.1, Spray Painted ATP Sugar Cubes (30/12/2025)
Below shows our prints when we went to collect it from the print shop, Mummy Design.
fig 7.1, Printing 1 - Main Board (6/1/2026)
fig 7.2, Printing 2 - Packaging (6/1/2026)
fig 7.3, Printing 3 - Manuals and Cards (6/1/2026)
Lastly, we needed to put everything together. That means assembling the box, cutting/sleeving the cards, and putting all of the components in a small bag.
fig 7.4, Folding the Box (6/1/2026)
fig 7.5, Finish Cutting the Cards (6/1/2026)
fig 7.6, Finish Cutting the Cards (6/1/2026)
Meeting The Clients
After finishing everything it was time to finally present our work to the client. After presenting about our game, we also played a game as a playtest to see how everything would flow and it was great! There was a lot of new rules we also learned while playing the game as our first test with their original game was a bit wrong. However we still had a blast playing the game!
fig 8.1, Client Reviewing Our Game (7/1/2026)
fig 8.2, Client Reviewing Our Game (7/1/2026)
fig 8.3, Playtest with Client 1 (7/1/2026)
fig 8.4, Playtest with Client 2 (7/1/2026)
Client's Report
"Overall, the idea of separating the board so that each player has their own individual board is very good, as it allows for greater flexibility during gameplay. We also like the concept of placing each player’s own ATP cash openly on the board, as this creates a more transparent system. This way, players can clearly see how much ATP other players have, which encourages awareness and strategic thinking. It also prevents situations where players might hide or stack their ATP cash together and suddenly win the game, making the gameplay fairer and more balanced. Moreover, transforming the stock market card into a spinning method is a creative approach that adds novelty to the gameplay. While it may repeatedly land on the same values, unlike card-based mechanics where drawn values are removed and outcomes can be anticipated, each method offers its own advantages. The card system encourages strategic planning and prediction, whereas the spinning method provides greater excitement through uncertainty and randomness.Regarding the layout of the board game, excluding the board itself and the ATP cubes, most of the visual elements appear to be more related to economics and a Halloween theme than to biology. From a player’s perspective, when they look at all the components of the board game, they may not immediately associate it with biological concepts. Instead, these elements are more likely to be interpreted as representing economic systems and the witch, which can weaken the biological theme at first glance and highlight an opportunity to better integrate biological elements into the overall design."
Final Outcome
fig 9.1, Client Presentation and Playtest (7/1/2025)
fig 9.2, Printed Board Game Showcase 1 (8/1/2025)
fig 9.3, Printed Board Game Showcase 2 (8/1/2025)
fig 9.4, Printed Board Game Showcase 3 (8/1/2025)
Feedback
Week 12 : No class this week.
Week 13 : Mr.Shamsul was happy with our box design for our board game.
Reflection
As Mr.Shamsul chose me to be the art director, it was my duty to ensure all the designs produced are polished and up to standard. The main enemy here is certainly the time limit. While designing the box design, main board and manual, I used many guidelines in shapes to ensure everything was well-centered and aligned with each other. I hate that I am a perfectionist, but in this case I am glad I was as everything needed to look clean and close to perfect before we printed the components. During printing, I have also learned about many rules needed for cutting and folding when they print from our main design files. Such things are the need for cutting lines and bleed on the artwork so that the machine they use can cut our components properly. Besides that, the power cards, box cover and main board designs were the ones that went though the most revisions as we discuss this with our group members and lecturers. After we had a solid design for each elements, I then took over making and polishing said designs. While it was a lot of effort, I honestly loved working on it.
When it came to the client presentation, it was so rewarding seeing our game fully playable and our client enjoying their time with it too! During the playtesting we shared lots of laughs and had quite the blast playing it. Our client also seem to genuinely like the game that we made and that was rewarding enough for me! It was truly a memorable experience I would love to go through again.
My Other Design Collaborative Practice Work:
Task 1 : Empathy Map & Problem Statement




























Comments
Post a Comment