In the world of design, the creative process is often imagined as open, collaborative, and dynamic. Yet, behind the scenes, it is shaped by a complex web of social, political, and cultural influences that impact each decision and interaction. “Nexus Events” seeks to explore this reality by transforming the design process into a turn-based strategy game where players experience the multifaceted, often contested nature of design. Inspired by the works of Habraken and Gross on the concept of design games, this project brings to light the “politics” of design—a space where individual agents contribute through iterative, sequential steps toward a shared vision, but with competing priorities and authority dynamics. “Nexus Events” simulates the design process as a field where players face critical decision points, or “nexus events,” each shaping the trajectory of a project in ways that reveal the power structures and negotiations inherent in design. Through this project, players are invited to challenge their assumptions about design as merely a technical or aesthetic pursuit. Instead, “Nexus Events” unveils design as a space of negotiation and conflict, where authority, influence, and collaboration intertwine. As they navigate through this game, players gain insight into the political undercurrents that drive decision-making, ultimately fostering a more nuanced understanding of design as a socially charged, iterative process.
The evolution of the game’s design was deeply rooted in the theme of user freedom, ensuring a balance between clarity, engagement, and a dynamic reflection of societal and cultural complexities. Inspired by the minimal yet strategic interfaces of classic turn-based games like Chess, Go, and Checkers, the first iteration began with three core zones: loading, play, and end. As the game evolved, the focus on user freedom became more pronounced, allowing players to select and even draw their grids, fostering creativity and personal agency. The third iteration introduced additional zones, such as player details and the Hall of Fame, which added a sense of permanence by immortalizing winners' achievements, inspired by Nintendo’s Pokémon games. This stage further liberated the gameplay by giving users control over the game’s theme, enabling them to manage chaos and complexity effectively. Enhanced engagement came through quantifying victories by tracking moves and time, providing more depth to the end-zone experience. Based on user feedback, the tutorial and settings pages were seamlessly integrated into the loading zone for better accessibility, while AI players were introduced to accommodate solo play. The grid-selection flow was inverted to reflect real-world decision-making behaviors, empowering players to understand their position before sharing personal details. Each iteration embraced freedom, evolving the game into a more engaging, intuitive, and user-centered experience.
Nexus Events is a turn-based strategy game where foresight and chain reactions determine the winner. Players begin their journey from a Hall of Fame screen, which honors past champions. From the main menu, you can access tutorials to master the rules, customize the game's visual theme, and toggle sound effects to your liking. Starting a new game is simple: select your preferred grid, with options to even upload a custom image for a unique battlefield. Next, choose the number of human and AI players, enter your names, and get ready for a strategic showdown. The core mechanic is intuitive yet deep. On your turn, you select a single cell on the grid. This action fills the cell with your color. When a cell reaches its capacity—determined by the number of adjacent cells—it unleashes a chain reaction, bursting open and converting all neighboring cells to your color. This can trigger a cascade of bursts across the board, leading to dramatic shifts in territory control. The game continues with this dynamic, recursive process until one player successfully captures every cell on the grid. When the game concludes, a quick press of the "R" key resets the board for a fresh challenge.
To enhance the single-player experience, I focused on creating a challenging and intelligent AI opponent. The development process was iterative, beginning with an exploration of different machine learning approaches.
My first attempt involved a Convolutional Neural Network (CNN). The idea was to have the model "see" the game board as an image, with different colors representing player territories, and predict the best cell index to click. However, this approach struggled. The CNN had difficulty grasping the abstract, strategic nature of the chain-reaction mechanic and wasn't able to make consistently accurate predictions. A significant hurdle was the inability to generate a valid, comprehensive dataset that could effectively teach the model the nuances of the game's strategy.
Recognizing the limitations of a data-driven approach for a game with evolving strategies, I pivoted to Reinforcement Learning (RL). I wanted an NPC that could learn by playing the game, not just by analyzing static examples. This led me to build a system where two RL agents competed against each other thousands of times. Because RL excels at developing long-term strategies, the agents began to uncover unique and highly effective techniques—patterns and moves that a human player might only discover after months of trial and error. This self-play approach created a truly formidable AI that could challenge even experienced players.
The AI's brain is a Q-network, a neural network built with TensorFlow that approximates the optimal action for any given game state. The game state itself is converted into a numerical vector, capturing the value (number of fills) and color of every cell on the board. This vector is fed into the Q-network, which consists of two hidden dense layers with 128 neurons each, using the ReLU activation function. The final output layer is a dense layer with a linear activation that produces a Q-value for every possible action (i.e., every cell on the grid).
During training, the agents use an epsilon-greedy policy to balance exploring new moves with exploiting known winning strategies. For each move, the agent receives a positive reward for continuing the game and a negative one for a loss, incentivizing it to prolong play and dominate the board. These experiences—state, action, reward, and next state—are stored in a memory buffer. The agents learn by sampling batches from this memory to update their Q-networks, minimizing the difference between their predicted Q-values and the actual outcomes. Over many episodes, the weights of the models are saved, allowing them to build upon their learned strategies and become progressively more intelligent and competitive opponents.
Looking ahead, I plan to expand Nexus Events into a more immersive and connected experience that bridges the physical and digital worlds.
My primary vision is to create a tactile gaming experience using modular, capacitive touch screens for each cell. Players could physically arrange these modules to build their own custom game grids, offering a hands-on, interactive dimension to the gameplay. Each touch-sensitive module would function as a live cell, allowing for direct and tangible engagement that brings the game's strategy to life.
Additionally, I aim to implement a cloud-based platform that makes Nexus Events accessible across multiple screens and devices simultaneously. This would create a shared digital space where players from different locations can collaborate and compete on a unified platform. Multi-screen access would not only broaden the game's reach but also open up new possibilities for collective strategizing and social interaction, transforming Nexus Events into a truly multi-dimensional experience.