Cooperative Struggle

The last few blocks of the second year started with an assignment to make any kind of game we would like, however, we needed to pass through gates and work as a real company. This challenge I did with Kevin Beijer, Emiel Dijkman, Demi Vos and Trent Winter.

Potion House.png

In this project we needed to come up with our own designed concept and problem. We wanted to make a game which increases the sociability of the people that are playing it. In this project, we needed to come up with our own designed concept and problem. A problem that we want to tackle is the general ‘toxicity’ that you can find in gaming. Why is this a problem? With reports showing that users who experience toxicity in an online community are 320% more likely to quit, developers concerned with user retention can no longer afford to look the other way. Getting rid of toxicity, in general, is very hard with the use of one game, but our game can help players out to be more aware of the situation. We want to make a game which increases the sociability of the people that are playing it. Our goal is to leave a lasting effect on the player, where he or she will be less unsupportive while playing games. We want to apply this effect with incentives, there are a lot of research papers about this subject and not all of them are alike. This will be for us the challenge to figure out how to give a lasting effect on the player.


The game is about two players that need to figure out what is going on in their local forest. Once they discovered what is going the real challenge begins. Not only do the players need to cooperate with each other, the difficulty is also spiked up due to the randomization of  (de)buffs. These (de)buffs will change the gameplay depending on what the wheel of (mis)fortune spins. It could be negative, it could be positive. This way we want to entertain our players and give them a valuable lesson of cooperation.

The game is definitely not finished and we are still busy with it, in the near future, this post will be extended.

Project group;

Kevin Beijer:

Emiel Dijkman:

Demi Vos:

Trent Winter.:


A flare for the Project

The first year of Game Design & Development was a nice year full of new things. At this course I drew my first art, this is one of my earlier art design we needed to make for our project game. Which was a zombie-survival-strategy game called Road of Cards.

The game was about a group of survivors that needed to defend their camp against endless waves of zombies, your score was determined how many waves you finished. You could do your moves by selecting the cards you currently had in your hand. When we finished our block we had to hand-in our game, but we had more ideas to improve the game:

  • By adding a map where you could travel to other places and encounter enemies.
  • Unlockable characters and different weapons + loot.
  • A building option, where you could design your own base.
  • A trading system with other settlements.
  • More zombies and enemies.

Because it was the end of the block we finished our game not even half done, but we met the requirements for our assignment.

Project group;

Joel Boklöv:

Manuel Dalprà:

Menno van Delden:

Mark Van Koningsbrugge:

Protectors of Dunmirk

When I entered block 1 of Game Design & Development we had to design a card game which was for us Protectors of Dunmirk my first game that I designed together with Amedeo Marini, Alex Martynenko, Denitza Stoyanova and Daan Veninga. We needed to design a card game from scratch, which was quite hard to begin with, but eventually we came up some really cool ideas. One of those ideas was a rough version of Protectors of Dunmirk a strategic class-based dungeon crawler for four players. Our goal was to create an entertaining card game that immerses the players into the fantasy world. We had noticed that a lot of card and board games out there are mostly competitive, so our group decided to go with a different approach, we created a cooperative card game. The goal of the game was that you, the player, as a hero with your party needed to defend the village of Dunmirk against the evil forces of Uth’ Lukar. To defend Dunmirk you need protect the villagers that are being attacked by waves of monsters by cooperating with your team and kill the enemies to advance to the next wave. Strategic thinking will not always save you, there are situations where chance decides if you get the cards you need at that moment to survive. One draw from your class deck can make or break your game.

Our playtest at the Dutch Game Garden in Utrecht

We used and a few images from google to design our cards, this is why can’t show you images of the card itself.

Project group;

Amedeo Marini:

Alex Martynenko:

Denitza Stoyanova:

Daan Veninga:

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