Final Class Reflection

Before taking 247G, my understanding of play and game design was pretty narrow. I thought of games mostly as systems of rules and challenges, and I focused on what made them fun or interesting to me personally. I didn’t pay much attention to who else might be playing or how different people might experience the same game in totally different ways. My idea of game design was mostly about mechanics and aesthetics, not about inclusivity or the broader impact of my design choices.

During this class, my perspective changed a lot. The hands-on projects, from creating prototypes to running playtests, made me realize how important it is to design with a wide range of players in mind. I learned to see playtesting as a crucial part of the process, not just something you do at the end. Watching people interact with my games, struggle with instructions, or find unexpected joy in small details, taught me more than I ever expected. I started to appreciate how even small changes in design could make a game more welcoming or more confusing for different players.

Some concepts from class really stuck with me. The idea of inclusive design was a major one. I learned that accessibility isn’t just about adding features for people with disabilities at the last minute, but about making design choices from the very beginning that welcome as many people as possible. The iterative design process also became a core part of how I think about making games. I now see the value in prototyping early, getting feedback, and not being afraid to throw out ideas that aren’t working. The importance of narrative and emotional engagement also resonated with me, especially since I love drawing and storytelling.

I tried to put these ideas into practice in my own projects. For example, I made sure to playtest often and with a diverse group of people, not just my friends who already play games. I focused on making instructions clear and intuitive, and I thought more carefully about onboarding and first impressions. I also used my art skills to help create more immersive and accessible experiences, experimenting with different visual and narrative elements to see what connected with players.

Of course, there were challenges. Sometimes, feedback from playtesting was hard to interpret or even contradictory, and it was tough to decide what to change. Balancing my creative vision with practical limitations like time and scope was also tricky. There were definitely moments when I felt stuck or frustrated, especially when a design didn’t work the way I hoped.

Despite these challenges, I feel like I’ve grown a lot as a designer. I’m more empathetic now, better at listening to players and seeing things from their perspective. My process is more structured and reflective, and I’m more comfortable with iteration and failure as part of the journey. I also have more confidence in blending my artistic and narrative skills with game design.

Going forward, I want to keep focusing on inclusive design and regular playtesting. I’m excited to keep exploring how games can be both meaningful and accessible, and I want to experiment more with narrative-driven mechanics. Most of all, I’ll keep approaching game design with curiosity and openness, remembering that the best games are shaped by everyone who plays them.

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Comments

  1. Design is hard, and while playtesting helps you see the problems and the potential, only you can decide what to do with that! I’m so happy you got so much from the class. Thank you for being part of it!

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