Assignment 2: Roll the Dice

Time to introduce an element of chance!

Due Dates:

PRESENTATION #1:¬†Interim Presentation — In-class Friday, 7/10
PRESENTATION #2:¬†Final Presentation — In-class Wednesday 7/15


Deliverables are to be submitted to your team’s ASSIGNMENT folder on Box. (This will be shared with you)

All documentation should be submitted as PDF files.


It’s time for your first team assignment! This time, you will be asked to create a new game using the randomness of DICE as a primary mechanic in your game.

In this assignment, your design should evolve over multiple ITERATIONS where you build, test, gather feedback, and respond to that feedback by making alterations to your design.

Your project should go through three stages – an initial prototype/design to review in class, an iterated design that will be put before playtesters, and a final design responding to what you learned from your playtests.

Your project must feature a MECHANIC and a THEME that will be selected for you by… what else? A dice roll. These constraints to not need to be the primary focus or mechanic of the game, but they must feature in the game somehow.

Phase I: Prototype

For this section, your team’s job is to come up with a design. Use the brainstorming techniques that we have discussed to come up with a number of ideas, then select one design to iterate, refine, and and build into a prototype.

You will present this prototype concept to the class on Friday, 7/10.

Phase II: Iterate

During the prototype presentation, you will receive feedback on your design. Consider the responses that you received and look at how your game can be improved to address the issues raised in this feedback.

Next, take your newly revised game and run some playtests over the weekend with participants who are not on your team. You can do this in person with people in your home, or reach out to friends and play over a video call.

Document your playtests, as you will include your notes and conclusions as part of the final documentation.

This phase should be completed over the weekend. We will discuss playtest results in class on Monday.

Phase III: Refine

Adjust your game again, this time responding to the things that you learned as part of the playtesting process. Document these changes and run some final playtests with your team members to see how these adjustments affect gameplay.

You will present your final game in class on Wednesday. Expect to present the game itself, explain how it is played, and to discuss how the design of your game evolved over each of the phases.

You will also provide documentation at this time, as outlined below:


The following is due at the start of class on Wednesday 7/15:

  • copy of your final presentation [PDF]
  • game design document – explaining the rules of your game and how to play. This should be written so that a novice user could read this and understand how to play the games. Include illustrations and photos where necessary. [PDF]
  • design journey document – look back at the project and discuss the decision points that you encountered. What challenges did you face? What feedback did you receive? How did your design change to address this? Were the changes effective? [PDF]


The following is due by the start of class on Thursday, 7/16:

  • individual reflection – Look back at this design project. How did designing as part of a team compare with the individual design process of the Hopscotch assignment? What were your contributions to this project? What challenged you? What do you wish you or your team had done differently? Document these thoughts in 1-2 pages and submit this to your individual assignment folder. [PDF]


The team assignment will be graded in three parts:

  • Product Grade (50%) – graded on the quality of the game you create. Is this game fun? Innovative? How well did you incorporate the mechanic and theme? Does your game have a strong core loop? Do you have a comprehensive or well thought out set of rules? Is this game balanced? This grade is subjective, reacting to the quality of the final product itself.
  • Process Grade (25%) – graded on the quality of your design process. How well did you work together as a team? Did you share roles or divide responsibilities fairly? Did you run playtests? How well did your design respond to the feedback that you received? Can you demonstrate what you learned in this process?
  • Documentation Grade (25%) – graded on the quality of your documentation, including reflection and final team deliverables. How well did you document your design process? your playtests? How well do you communicate your designs and design process in your presentations? Can a novice user understand your game design document?

The individual reflection document will be graded on quality of self-reflection and will be applied to the Individual Assignment grade for the class.

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