Collaboration proved to be a difficult challenge during the game interface creation phase. The most challenging challenge was combining our newly gained understanding of game design philosophies and functional elements into a single coherent product.

We were able to successfully address our core elements for our game project pitch by organizing ourselves into online meetings. In order to produce a sufficient product, we came to conclusions about our key elements concerning our theme, mechanics, and genre through ideation and brainstorming about what we will find entertaining as a customer and as part of the target audience for our game.


We have clearly divided the work right in week 7, but the class has had mid-session break. For this reason,  I’m having difficulty being able to communicate with my group members entirely online. And so, by the time I had finally been able to contact them properly, they had already decided upon the underlying theme and idea of what the game would be. Our team consists of 6 people, so the difficulty of dividing work is inevitable. We have made Task list which lists various items such as content, design, performance, and people who experience the game. In particular, our group is multinational, so information exchange has been difficult. However, each person has a different strength, I based on my strengths to divide the work for everyone.

– Concept: Tori and Hussein laid the foundation for our game. They came up with ideas and studied the gameplay, the story of the game, and the rules of the game.

– Content: Tori has successfully completed the research and concept of the game. Melanie is assigned to write the content for the rules of the game, game mechanics, and set up of the game.

– Presentations: Hussein’s confidence and good story leadership have been tasked with presenting for our video. Yuen also contributed her voice to this presentation. Although English was not her native language, I was surprised by her clear and confident presentation.

– Design: My strengths are in graphic design and video editing, so I proposed and covered all the visuals of the team like game cards, boards and other details.

– Playing test: Chau has many years of experience playing board games, so the position of feedback and problem solving of the game suits her.


Our game is set in a food court with KFC, McDonald’s, Burger King, Red Rooster, and Taco Bell as the five biggest fast-food chains. A murder has happened in the food hall. Everyone in our game needs to find out who the murderer is. This is accomplished by interviewing both suspects and witnesses participating in the game in order to determine who the food court murderer is. Our game revolves around three main themes: murder, suspense, and food. Our game is designed for players aged 12 and up and is meant to be played as a casual, family-friendly game.


Theres been a murder in the foodcourt. As employees of these fast food restaurants it is up to you to help solve the mystery. To solve the mystery you must find out three things – Where the murder took place, What was the murder weapon, and most importantly, Who is the murderer.

Game’s theme is “Food and Mystery.”:

We chose to make our game food-related because of our shared interest in food. We also tried to add a little suspense to keep our players guessing and entertained. With the two themes in mind, we wanted to create a game based on Cluedo, which has a mystery element, but we changed the setting and layout to be set within a food court so that we could incorporate the food theme.


We found a mutual passion for investigative games during our initial brainstorming, so I took the first step in doing some homework and collecting ideas for our game’s visuals and mechanics. I also thought key visual that there’s been a murder in the food court and three-game mechanics are murder, mystery and food. The game we took on for visual inspiration was Cluedo and these have a good starting point for the game design.

Crime scene

According to Hawkinson (2013), in board games, mechanics are described as more than just a collection of rules; they also include any physical or nonphysical information built into the game to either include or free game play. For this reason, I not only researched game mechanics in terms of content, but also in terms of visuals and experience when using it. Moreover, as I gained a greater understanding of the more abstract ideas explored, I incorporated insight from lectures into our group’s concepts by improving game mechanics. I based my research on three game mechanics in particular that would be appropriate for our theme: turns, card and dice. A turn is a section of the path where predetermined activities will take place. Each player is designated turns in order to reach the goal objective – solving the murder mystery. As in many tabletop war and strategy games, cards are a key mechanic in both the storyline and the end of our game. By splitting up the elements and information, players must use an elimination process to determine what cards are in the Case file envelope. Dice are also used within our game to randomise the number of spaces a player is able to move within their turn.


I contributed significantly to the aesthetics and ideas in our collaborative design process. My group members may have named the game ‘Foodie,’ since it encompassed both food court and death. Whenever it comes to naming and creating a theme, I sticked to the key word: murder case, which was mentioned in some of the pitching, and combine it with the symbol of food to create a crime scene with food.


I designed a more engaging setting and theme for our game by designing the map, logo, and game equipment to represent the style and genre of our game. I was able to gather a stylistic understanding of game design from background research Cluedo, and build on those elements to make our game Foodie more realistic and interactive for players. I chose the font Phosphate because I thought it was creative and humorous. To convey intrigue, I used greenish gray and yellow as the primary colors. About the fact that the overall design is fairly straightforward, I am pleased with these elements because I believe they add more interest and mystery to the game.



  1. Melanie:
  2. Tori:
  3. Chau:
  4. Hussenin:
  5. Yuen Ching:
  6. Susie:

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