WORLD OF
WARRIORS
WORLD OF
WARRIORS
WORLD OF
WARRIORS
WORLD OF
WARRIORS
KEYWORDS
Interaction design. Boardgame design. Strategical game
TIMELINE
March 2023 - May 2023
BRIEF
A multiplayer strategy boardgame where each player is a warrior with an army and they have a quest to win. They have conquer all the empires by destroying other armies.
Credits
Renders by Tilak Meher
Welcome!
Welcome!
Welcome to World of Warriors. In this game, each player will lead an empire consisting of 5 soldiers. The objective of the game is to destroy all the enemy empires, and the player with the most kills at the end of the game wins.
Welcome to World of Warriors. In this game, each player will lead an empire consisting of 5 soldiers. The objective of the game is to destroy all the enemy empires, and the player with the most kills at the end of the game wins.
Welcome to World of Warriors. In this game, each player will lead an empire consisting of 5 soldiers. The objective of the game is to destroy all the enemy empires, and the player with the most kills at the end of the game wins.
Welcome to World of Warriors. In this game, each player will lead an empire consisting of 5 soldiers. The objective of the game is to destroy all the enemy empires, and the player with the most kills at the end of the game wins.
conceptualisation
Play testing FEEDBACK
conceptualisation
"World of Warriors" is a strategic board game that transports players to the medieval era, offering 45 to 60 minutes of intense action and thrilling twists.
In this immersive experience, you'll step into the shoes of cunning emperors, navigating a richly detailed game world. Your goal is to outmaneuver opponents through your fate, shrewd planning and tactical planning. With each move, alliances form and betrayals unfold, ensuring every game session is a gripping adventure filled with strategic challenge
After making an initial working prototype of the game, I tested it out with few people. My aim motive was to validate the game play and mechanics, to see if the game is engaging enough to keep them hooked and are the rules understandable by reading the manual.
Below are the few main insights gained during the two phases of user testing.
Very less action cards .
No of cards were less
Slow paced game can be a little more action
The main motive of the game which was to survive made the players defensive
Few action card were too repetitive. more variety in action cards
The castle height was too big not convenient to see
Manual was a little to long and confusing.
"World of Warriors" is a strategic board game that transports players to the medieval era, offering 45 to 60 minutes of intense action and thrilling twists.
In this immersive experience, you'll step into the shoes of cunning emperors, navigating a richly detailed game world. Your goal is to outmaneuver opponents through your fate, shrewd planning and tactical planning. With each move, alliances form and betrayals unfold, ensuring every game session is a gripping adventure filled with strategic challenge
World of Warriors" is a strategic board game that transports players to the medieval era, offering 45 to 60 minutes of intense action and thrilling twists.
In this immersive experience, you'll step into the shoes of cunning emperors, navigating a richly detailed game world. Your goal is to outmaneuver opponents through shrewd planning and tactical planning. With each move, alliances form and betrayals unfold, ensuring every game session is a gripping adventure filled with strategic challenge
Play testing FEEDBACK
CONCEPTUALISATION
Play testing FEEDBACK
After making an initial working prototype of the game, I tested it out with few people. My aim motive was to validate the game play and mechanics, to see if the game is engaging enough to keep them hooked and are the rules understandable by reading the manual.
Below are the few main insights gained during the two phases of user testing.
Very less action cards which made the game slow paced without any actions for a while
Slow paced game can be a little more active with more uncertainty.
The main motive of the game which was to survive made the players defensive.
Few action card were too repetitive. more variety in action cards needed
The castle height was too big not convenient to see.
Manual was a little to long and confusing to understand.
"World of Warriors" is a strategic board game that transports players to the medieval era, offering 45 to 60 minutes of intense action and thrilling twists.
In this immersive experience, you'll step into the shoes of cunning emperors, navigating a richly detailed game world. Your goal is to outmaneuver opponents through shrewd planning and tactical planning. With each move, alliances form and betrayals unfold, ensuring every game session is a gripping adventure filled with strategic challenge
After making an initial working prototype of the game, I tested it out with few people. My aim motive was to validate the game play and mechanics, to see if the game is engaging enough to keep them hooked and are the rules understandable by reading the manual.
Below are the few main insights gained during the two phases of user testing.
Very less action cards .
No of cards were less
Slow paced game can be a little more action
The main motive of the game which was to survive made the players defensive
Few action card were too repetitive. more variety in action cards
The castle height was too big not convenient to see
Manual was a little to long and confusing.
After making an initial working prototype of the game, I tested it out with few people. My aim motive was to validate the game play and mechanics, to see if the game is engaging enough to keep them hooked and are the rules understandable by reading the manual.
Below are the few main insights gained during the two phases of user testing.
Very less action cards .
No of cards were less
Slow paced game can be a little more action
The main motive of the game which was to survive made the players defensive
Few action card were too repetitive. more variety in action cards
The castle height was too big not convenient to see
Manual was a little to long and confusing.
Changes after Feedback
Changes after Feedback
Changes after Feedback
Increased the ratio of number card to action card.
Changed the motive to make it more attack based game.
Changed the castle height, gave it some weight so that it stands.
Made the manual easier to understanding by chunking information and writing in points.
More graphic in game play to make it engaging.
Increased the ratio of number card to action card.
Changed the motive to make it more attack based game.
Changed the castle height, gave it some weight so that it stands.
Made the manual easier to understanding by chunking information and writing in points.
More graphic in game play to make it engaging.
LEARNINGS AND REFLECTIONS
LEARNINGS AND REFLECTIONS
LEARNINGS AND REFLECTIONS
Player-Centric Understanding
Gained the ability to observe and understand players, and how gameplay, rules, and motives influence both players and the game's progression.
Tactical User Testing
Acquired the skill to strategically adjust the game based on user feedback for an improved player experience.
Graphics and Storytelling Significance
Recognized the vital role of graphics, roleplay, and storyline in breathing life into the game and enhancing player engagement.
Increased the ratio of number card to action card.
Changed the motive to make it more attack based game.
Changed the castle height, gave it some weight so that it stands.
Made the manual easier to understanding by chunking information and writing in points.
More graphic in game play to make it engaging.
Player-Centric Understanding
Gained the ability to observe and understand players, and how gameplay, rules, and motives influence both players and the game's progression.
Tactical User Testing
Acquired the skill to strategically adjust the game based on user feedback for an improved player experience.
Graphics and Storytelling Significance
Recognized the vital role of graphics, roleplay, and storyline in breathing life into the game and enhancing player engagement.
Player-Centric Understanding
Gained the ability to observe and understand players, and how gameplay, rules, and motives influence both players and the game's progression.
Tactical User Testing
Acquired the skill to strategically adjust the game based on user feedback for an improved player experience.
Graphics and Storytelling Significance
Recognized the vital role of graphics, roleplay, and storyline in breathing life into the game and enhancing player engagement.