




design courses, syllabi, schedules, resources and policies
Litter Patrol is an asymmetric board game where one player takes on the role of a Litterer while two others play as environmental defenders (a Civilian and an Officer) in a community setting. The game explores environmental stewardship through strategic gameplay that balances entertainment with educational value.
The game aims to raise awareness about the impact of littering on community spaces while creating an engaging play experience. Rather than being preachy, the game demonstrates consequences through mechanics that feel natural and strategic.
The initial design featured simple mechanics where the Litterer placed tokens and the Defenders removed them. Playtesting revealed this was too straightforward and favored the Defenders, making the Litterer role unsatisfying.
Challenge: Creating balanced asymmetric gameplay Solution: Enhanced the Litterer’s abilities with “Blend In” and “Sneak Littering” options, while adding restrictions to the Defenders
Added card systems for each player role but discovered the game lacked a connection to real-world scenarios. The environmental message felt forced and separate from the gameplay.
Challenge: Integrating educational content without sacrificing fun Solution: Developed the scenario system to create meaningful choices tied to everyday situations
Initial scenario design made winning too easy for the Defenders. The game became predictable after a few plays.
Challenge: Creating tension and replayability Solution: Adjusted winning conditions, introduced variable board setups, and added the “Public Opinion” and “Budget Constraints” trackers
The central game state tracker that responds to the presence of litter tokens on the board. Different litter types have varying impacts:
Health can be restored through cleanup actions, but at a slower rate than it can be depleted, creating strategic tension.
When a player lands on a scenario location, they activate a card presenting an everyday situation with environmental choices. Each player’s decision grants different advantages or disadvantages.
Show Image
The Fast Food Drive-Thru scenario illustrates how the system works:
Litterer:
Civilian:
Officer:
The Litterer aims to degrade the environment by strategically placing litter tokens across the board. Success comes through:
Victory Path: Drop environmental health below 20% through concentrated littering efforts, or maintain it below 30% for three consecutive rounds through consistent pressure.
The Civilian and Officer must coordinate their complementary abilities to protect the environment:
Victory Path: Maintain environmental health above 40% for 12 rounds through vigilant protection, or restore health to 90% through concentrated cleanup efforts.
Players establish their strategies while learning each other’s patterns. The Litterer typically gains an early advantage as Defenders need time to establish protection systems.
Tension builds as scenarios create pivotal moments. The environmental health tracker typically fluctuates between 40-70% during this phase as players execute their strategies.
The final rounds feature high-stakes decisions as players race toward their victory conditions. Special abilities saved for critical moments often determine the outcome.
The modular hexagonal tiles create variable setups for each game. Different zones feature distinct characteristics:
The physical design of components reinforces their function – litter tokens are small and numerous, while education and enforcement tokens are larger and more substantial, symbolizing their protective nature.
Scenarios represent everyday situations where environmental choices matter. When your character lands on or passes a scenario marker, follow these steps:
A hot day at the park with melting ice cream cones creates an opportunity for environmental choices.
Litterer Options:
Civilian Options:
Officer Options:
Players: Clarkie (Litterer), Emily (Civilian), Sarah (Officer) Game Duration: 47 minutes
Observations:
Player Feedback: “The tension was great in the middle game, but I felt too powerful at the start.” – Clarkie (Litterer) “I need more ways to counter the Litterer’s special abilities.” – Emily (Civilian) “The scenarios made me think differently about everyday situations.” – Sarah (Officer)
Adjustments Made:
Players: Dad(Litterer), Sarah (Civilian), Me (Officer) Game Duration: 52 minutes
Observations:
Player Feedback: “I had to think several moves ahead – it felt like chess!” – Amir (Litterer) “Coordinating with the Officer player created interesting social dynamics.” – Sarah (Civilian) The budget being constrained made me prioritize my actions. – Me (Officer)
If developing this game further, I would:
Litter Patrol succeeded in its core goal: creating an engaging game experience that naturally inspires environmental awareness through play rather than preaching. The design process reinforced that educational games work best when the message emerges organically from well-crafted mechanics rather than being superimposed onto gameplay.
Breaking the Cycle is a cooperative storytelling card game where players work together as a support network to help a survivor escape domestic violence and rebuild their life. The game creates a safe space to explore complex social issues while providing factual information about available resources and effective intervention strategies.
The game aims to increase awareness about domestic violence, develop empathy for survivors, and educate players about warning signs and support options. By placing players in the role of supporters rather than survivors, the game avoids trauma exploitation while still creating powerful emotional investment in positive outcomes.
The initial design featured a linear progression track and straightforward challenges. Early testing revealed this approach felt too simplistic and deterministic for such a complex issue.
Challenge: Creating gameplay that respected the gravity of domestic violence while remaining engaging Solution:Introduced branching paths on the Journey Track and more nuanced Challenge cards
Players reported discomfort with explicit descriptions of abuse in early versions, which detracted from learning objectives.
Challenge: Finding appropriate ways to represent abuse without graphic descriptions Solution: Shifted focus to warning signs and patterns rather than incidents, used symbolic rather than explicit representations
Testing revealed players sometimes prioritized “winning” over learning, occasionally missing educational opportunities.
Challenge: Balancing gameplay with educational content Solution: Integrated “Moment of Reflection” cards and redesigned the scoring system to reward learning and thoughtful discussion
Each player takes on a specific support role (Friend, Family Member, Counselor, Legal Advocate, etc.) with unique abilities:
The design ensures that success requires cooperation between different types of support, reflecting reality.
As the game progresses, survivors collect Empowerment tokens through successful resolution of challenges. These tokens can be spent to:
This system mechanically represents the growing agency of survivors as they progress through their journey.
When facing challenges, players:
Guide the survivor through their journey from crisis to safety and ultimately to a new beginning with increased agency and empowerment.
Victory Path: Successfully navigate the Journey Track by overcoming challenges through appropriate support, while collecting at least 3 Empowerment tokens that represent the survivor’s growing independence and agency.
Players select a Survivor Profile card that outlines a specific situation. They then receive their role cards, initial resources, and establish the Journey Track according to the profile’s specifications.
The early game represents the immediate crisis period where safety is the primary concern:
As play progresses, challenges shift toward rebuilding stability:
The final stage focuses on long-term independence and healing:
Color-coded by type (Safety, Housing, Legal, Emotional, etc.) with clear iconography. Cards include:
Represent different ways players can intervene, with:
Tangible resources that strengthen support actions:
A board showing the survivor’s path from crisis to new beginning, with:
When facing a Challenge card, players must work together to provide appropriate support. Follow these steps:
The survivor needs to find safe housing away from their abuser, but has limited income and a pet they won’t leave behind.
Challenge Difficulty: 4 Support Types Needed: Practical, Financial
Possible Support Actions:
Potential Resources:
Success Result: Players played 2 matching Support Actions and 2 Resources for a Support Value of 4, resulting in a Partial Success. The survivor advances 1 space on the Journey Track.
Participants: 4 players Duration: 67 minutes
Observations:
Key Feedback: “The mechanics effectively show how different types of support must work together.” – Participant A “Some Challenge cards need more nuance about why survivors might return to abusers.” – Participant B “The Empowerment system feels meaningful but needs more clarity.” – Participant C
Adjustments Made:
Participants: 5 players (university students with some knowledge of domestic violence) Duration: 75 minutes
Observations:
Key Feedback: “I never understood why someone would stay before, but now I see how complicated these situations are.” – Participant D “The cooperative nature really drives home how important community support is.” – Participant E “The factual information on the cards was eye-opening.” – Participant F
Adjustments Made:
If developing this game further, I would:
“Breaking the Cycle” successfully achieves its goals of creating awareness, developing empathy, and providing education about domestic violence through engaging cooperative gameplay. By putting players in the position of supporters rather than survivors, the game creates emotional investment while avoiding exploitation of trauma. The iterative design process, guided by expert input, resulted in a game that handles sensitive material respectfully while still creating meaningful play experiences.
My modular board game, Invasion, was originally inspired by an experience in class with virtual games that introduced me to the concept of socially aware game design. One of the games that sparked my interests was Factorio, a game centered on resource extraction and automation. While its gameplay mechanics are impressive and engaging, I found myself disagreeing with the underlying narrative: the player’s advancement depends on the destruction of the planet’s native ecosystem, which is portrayed as an endless horde of alien bugs. This depiction not only dehumanizes indigenous resistance but also reinforces a colonial exclusive mindset that doesn’t give the Natives any true chance to win. So, I took it upon myself to introduce a similar concept, only this time with two opposing sides; each with advantages and disadvantages attributed to their culture.
after looking back in my discography, however, I came to realize that I took quite literally no pictures of the prototyped version of this game, that is except for a few aftermath photos of what it looked like after I had torn it up and used it to create the final iteration of the game.
The picture seen here is just half of the base part, which connected the rest of the modular tiles on top of it through a slitted grid of 43 segments for modular tiles, also cut out with that same material, foam board. I guess I was so wrapped up in creating a finalized version of this game, that I didn’t take the time to document the prototype to my wishes. Especially since I was so focused on iterating the game until I had such a clean final product. In the end, my new goal was to make a colonizing/defending/battling simulator civ game like Civilization 6 or Settlers of Catan; However, first I needed to figure out how to refine the game mechanics, as originally when I had built the prototype, the only playability that I had accomplished was movement and action cards. However, this seemingly made the original play tests of the game feel very un-dimensional and flat. Kinda lacking a sorta thrill if you will. So, I decided to hit the white boards in the laser cuter room and begin working on a mapped out description of a battle system.
Overall the battle system added a huge benefit to the game’s final touches, as well as a touch of excitement that I knew the final game needed. A big change that I inevitably ended up incorporating into the final rules was also the un-inclusion of an Event card deck/system, in which originally I had planned on making it so that every time a player rolls a 13, they must draw an event card, which would in turn determine how that round would play out, with advantages and disadvantages towards certain sides throughout the gameplay. Later on, I tried incorporating the concept of drawing an Event Card before every round. However, after completing quite a few play tests at home, I then decided that I didn’t want to junk up the rounds with too many mechanics. So, in turn, for the final set of rules I decided to axe this completely.
Another game iteration that I changed throughout the process of polishing this game into a wonderfully crafted final product, was the look and feel of the board and tile pieces themselves. For every piece, I had originally planned on having a numerical value on each tile correspondent to that said value, as originally I thought this would help aid the player in understanding how to play better, and although when I removed these numbers, the overall class reactions seemed to originally be against that decision, I still fully back my decision to remove the numbers as it not only makes the game look more aesthetically pleasing, but with only 3 numerical values to remember, I thought it was also a fun way to get players to learn and actually comprehend how to play, rather than being told what to do. I also upgraded from a spray painted foam board cut out, to a series of evenly 3D printed clean cut tiles with texture and character to them, which I then painted when completed.
I accomplished this clean finalized look by combining 3D models that I was able to find off of the internet, with an excruted hexagon shape, and meshing the two together in blender before sending it to print as an STL file. Above are some examples of what the 3D models of the physical pieces looked like before they were sent to the printer.
I then decided, I wanted the actual board piece itself to be something a little more crafty than a cut out foam board, so I hit up the wood shop in efforts to create a base that all the modular pieces could live on out of plywood. I also cut this board to be a hexagon, to go with the hex aesthetics of the game.
With a little paint work, I ended up making the overall look of the game beyond what my original expectations for it were, and I couldn’t be more happier with how it turned out. Below is a video describing in depth, step by step detail of how to play the game, Invasion.
Overall, I think that there was a huge difference in what took place at my apartment, vs the play tests that went down at school. Anyone I introduced the game to at home seemed to take more of an interest in the game, as they were not only seeking a thrilling and fun experience, but they were also willing to learn about how to play and have strategy and all that good stuff. Simply with the original rule book that I had for everyone in class, this wasn’t enough. Nobody was receiving the hard core understanding of mechanics and why certain things are the way they are throughout the game. I found many of my classmates questioning the game before taking the time to understand it; which is totally fine. However, for some reason it was night and day in terms of enjoyment of the game itself. My friends at home truly took a liking to what I had created, while in school, it felt almost as though they were looking for things to change, not for the better, but rather for the easier route of not having to memorize complex game mechanics with layers and steps to them.
Finally, I decided that a great way to help my peers understand the game more without it feeling like a bore to them, was to add an in depth visualization/instruction manual to go with the finalized version of the game. Here, I showed not only how certain mechanics worked in the game, but I also laid everything out in a much more visually appealing way than I had the original instruction sheet; as the original instructions were simply words conjoined all over a google doc, which understandably can get dull quickly for certain players who are more visual learners.
Overall, I think this project was a great experience for me in terms of learning how to take a concept and fully flesh it out. I mean everything from minor detailing on the board itself to a visualizer to go with the game as though it was in a box at some game store. I also learned who my target audience for this game was. My one nerdy friend Johnny seemed to like it the most, and he has ran quite a few DnD campaigns before. All around I had fun making this and would recommend that everyone uses the resources provided by the school as without these resources I wouldn’t have been able to complete such an amazing piece of work in such a short amount of time.
Second Chance Sanctuary is a cooperative board game where players take on roles as animal welfare workers in an animal shelter. Players work together to rescue, rehabilitate, and rehome abused, neglected, or abandoned animals. The game is designed for animal lovers, board game enthusiasts, and individuals interested in social impact gaming, ages 12 and up. With its educational component highlighting real animal welfare issues, Second Chance Sanctuary balances challenging gameplay with heartwarming stories of animal rescue.
Second Chance Sanctuary is a cooperative resource management game where players work together to save as many animals as possible within the constraints of a busy animal shelter.
Our initial design focused heavily on the educational aspects of animal welfare but lacked engaging gameplay. The first prototype included:
Challenges: Playtesting revealed that the players appreciated the theme, the gameplay is truly empathetic and could have some great game play but needed some work in the challenges cards.
We introduced specialized roles and expanded the animal attributes to create more varied gameplay experiences:
Challenges: The game became too complex when it came to the cards, with too many elements to track simultaneously. Players felt overwhelmed by the number of decisions required each turn.
We streamlined gameplay while maintaining depth:
Challenges: The balance between difficulty and player agency needed adjustment. Players felt that bad luck with the challenge deck could make winning impossible.
Our final iteration focused on balance and emotional investment:
The core mechanic of Second Chance Sanctuary revolves around a multi-step rehabilitation process:
Players must carefully manage their hand of Resource Cards to address the most urgent needs:
The Challenge Phase introduces unexpected difficulties that test the team’s resilience:
Successfully rehabilitate and rehome 5 animals by:
Players win when they’ve successfully placed 5 animals into Adoption Families area, representing animals that have been fully rehabilitated and matched with forever homes.
Players lose if:
Each round consists of six distinct phases:
Detailed cards that tell each animal’s story:
Tools and services needed to help animals:
Unexpected difficulties that arise:
Potential forever homes for rehabilitated animals:
The rulebook excerpt below demonstrates our approach to clear, concise instructions that maintain the game’s emotional core:
In this cooperative game, you and your fellow players take on the roles of animal welfare workers at Second Chance Sanctuary, a shelter dedicated to rescuing, rehabilitating, and rehoming animals that have experienced abuse, neglect, or abandonment.
Your mission is to work together to save as many animals as possible while managing limited resources and facing unexpected challenges. Every animal has a unique story and specific needs that must be addressed before they can find their forever home.
Starting with the first player and proceeding clockwise, each player may play Resource Cards from their hand to help animals in the shelter:
Example: Brooklyn the Belgian Malinois/German Shepherd has three needs: Medical Care, Trust Building, and Basic Training. A player could play the “Veterinary Exam” Resource Card to address her Medical Care need.
Participants: 4 players Feedback:
Action Items:
Participants: 5 players Feedback:
Action Items:
Participants: 3 players Feedback:
Action Items:
Participants: 6 players Feedback:
Based on our experience developing Second Chance Sanctuary and feedback from playtesters, we’ve identified several opportunities for future development:
Second Chance Sanctuary has evolved from a simple educational concept into a sophisticated board game that balances mechanical depth with emotional storytelling. Through four iterations of design and testing, we’ve created an experience that engages players while raising awareness about important animal welfare issues.
the campaign trail is a game about the struggles and certain unpredictability of running for a political position. certain factors play a lot in weather a candidate can win and weather they have a chance. in this game i have used real data on voter preferences and used those to disadvantage the minority groups running in the game. a lot of people don’t like to think about this gap in preference but it is highly prevalent. like when have seen in the past it is still possible for the minority candidate to win it is mostly just lick of the draw sometimes.
the final rulebook
the campaign trail –
To start the game the deck of candidate cards will be passed around the table face down. When you get the deck of cards you are to choose a card randomly without looking at them. This will be who you play as during the game.
Also shuffle the chance cards and ad cards and place them next to the board.
Start the round with the oldest player rolling the 6 sided die.
Play will continue clockwise.
Landing on a red or blue dot will gain you voters and you track this on your ballot card.
You can only gain voters if you land on the color that matches your party.
The amount of voters you gain each time is indicated on your candidate card.
Not all of the amounts on the cards are the same, this difference is based on statistics about voter preference in a candidate. Things like ethnicity and gender affect these statistics.
Chance cards:
Smear campaign:
If you pick up a smear card you are able to make a campaign against one of your opponents. First choose which opponent you will steal from and then roll the die to see how much of your opponent’s voters you steal for yourself.
1 = .1x of opponents
2 = .15x of opponents
3 = .2x of opponents
4 = .25x of opponents
5 = .3x of opponents
6 = .35x of opponents
Scandal:
Scandal cards will make you lose a percentage of your voters.
That percentage will be said on the card.
Investors:
Some chance cards have investors, these are people interested in giving you money. The card will say the amount of money you gain from this and you rack this on your balance sheet
AD campaign:
With the money that you can get from investors and the money you have at the start of the game you can buy an ad campaign. You are able to buy one per turn and the amount this card gives you is random. Pick it up and keep it till the end.
The game ends when everyone makes it to the end. The goal is to have the greatest number of voters.
the original rule book
the campaign trail –
To start the game the deck of candidate cards will be passed around the table face down. When you get the deck of cards you are to choose a card randomly without looking at them. This will be who you play as during the game.
Start the round with the oldest player rolling the 6 sided die.
Play will continue clockwise.
Landing on a red or blue dot will gain you voters.
You can only gain voters if you land on the color that matches your party.
The amount of voters you gain each time is indicated on your candidate card.
Not all of the amounts on the cards are the same, this difference is based on statistics about voter preference in a candidate. Things like ethnicity and gender affect these statistics.
Special spots:
Smear campaign:
If you land on this space you are able to make a campaign against one of your opponents. First choose which opponent you will steal from and then roll the die to see how much of your opponent’s voters you steal for yourself.
1 = .1x of opponents
2 = .15x of opponents
3 = .2x of opponents
4 = .25x of opponents
5 = .3x of opponents
6 = .35x of opponents
Scandal:
Scandal spaces will make you lose a percentage of your voters.
That percentage will be said on the space.
Ad campaigns:
When you land on an ad space you will pick the card on the top of the ad pile. You will keep this card until the end of the game. At the end of the game you can flip these cards over and add how many votes you get to your score.
The game ends when everyone makes it to the end. The goal is to have the greatest number of voters.
diffrences
as you can see the biggest difference in the game pieces itself is the board. after the first playtest i realized that the white dots were to far apart so i made a standard of 3 4 or 5 dots between white spots. this makes it so people are interacting with cards and making the game drag less in the beginning. i also took off the events being on the spots themselves. the writing is to hard to see on the board so i made cards instead.
in the original game i had excluded the money aspect of the game. i had wanted to see if the games point got across without this mechanic of buying ads for more money but that is a huge part of campaigning as a politician so i ended up putting it back with my final design.
investors are also a big part of running for an office, without investors ost people who run would have a 0 percent chance of being able to be seen and heard before elections. so this was a must.
playtesting
the few playtests i had helped me realize my pacing was dragging, especially at the beginning. players had to role to many times before anything as really happening. so i was able to speed that up.
also players wanted more opportunities to lose voters so it wasn’t jut a game of gaining. so i made the smear and scandal cards more frequent in the deck of chance cards so it would balance the constant gain of voters.
some people had mentioned losing voters if you landed on the wrong color but i feel that was to much losing because i don’t want players to go into the negatives.
I played Hues and Cues a couple weeks go, and I very much enjoyed it. I really had a hard time coming up with words for the particular colors. I saw that I had an easier time with certain shades at first, but it became harder to come up with words after a while though because it became a bit repetitive with the color picks. So as much as I loved the game and would maybe play it again at a family party, it wasn’t my favorite game in the entire world.