Team members testing out senior's projects
Doctor Charles explained to us the module briefing and tasks required to complete over the next 14 weeks. We formed our groups and played senior's previous cardgame projects. Team Tama is formed with group members Winnie, Yanny , Yu Tian , Melvin & Guo Ying. After some discussion, we decided to study the gameplay of a traditional Malacca Game "Cherki". Each of us decided to go back and do our own research on the game , the research document can be found here
Team members gathering to play Cherki and discussing the gameplay ( half of our braincells were gone )
Our group member, Yu Tian, happens to own two sets of the Cherki card game. Together, we worked on grasping the standard gameplay of this traditional game. However, it turned out to be more challenging than we expected due to the abstract card patterns and the limited resources available online. We also discussed the issues we encountered, such as the difficulty in reading some cards, and realized that the special cards don't stand out as much as they do in other games like UNO, where special cards tend to play a more impactful role. Doctor Charles liked our idea direction but suggested we find someone who can play Cherki and figure out the main gameplay pattern and format
A set of Cherki deck
Testing out the game "Exploding Kitten" in search of ideas
After gaining a solid understanding of the Cherki gameplay, we began exploring the idea of incorporating power cards to enhance the game’s dynamics. This led us to test out "Exploding Kittens," a popular card game known for its use of various power cards that add a layer of strategy and excitement. We analyzed the different types of power cards in "Exploding Kittens" to better understand how they influence the flow of the game, from sabotaging opponents to providing special advantages. This helped us brainstorm potential ways to integrate similar elements into Cherki, with the aim of making the gameplay more engaging and unpredictable.
Winnie pitching the idea to Dr Charles & Ms Anis
In Week 3, our group leader, Winnie, pitched our game idea to Dr. Charles and Ms. Anis, both of whom were very supportive of our direction. They particularly liked the concept of adding power cards, which was a strong choice for enhancing gameplay. Our team focused on brainstorming the types of power cards by analyzing other games like Uno and Exploding Kittens. After thorough discussions, we finalized the types of power cards, their distribution, the characters for the special cards, and the design of the normal cards. Dr Charles also suggested that we make a trip down to Malacca to meet original Cherki players to understand the gameplay from them. ( We are in progress of that )
Prototype making in process
Character Card
Our team divided into smaller groups to focus on specific tasks. Some members were in charge of calculating the distribution of power cards to ensure balanced gameplay. Others worked on creating simple paper prototypes, which we plan to use for testing the game framework later. Meanwhile, the rest of the team began brainstorming and generating creative ideas for designing the different character cards, aiming to make them visually engaging and aligned with the overall theme of the game. After creating the paper prototypes, we moved to the Student Life Centre to do our first game testing.
Initially, we faced quite a few issues with the game framework especially when power cards are being played.
We encountered some issues with our original rules and made several changes to improve gameplay:
Cards will now be distributed one by one, instead of the initial method of two by two.
When a player calls Cherki, only 2 cards from the Cherki set will be revealed, rather than all 3.
Power cards, once used, must be discarded and cannot be reused.
Players can now win from any other player's hand at any time, rather than only winning from the previous player’s hand.
The Cherki call rule has been updated: previously, it required 2 sets of 3 and 1 set of 2, but now, only 2 sets of 3 are required, and the remaining 2 cards in hand do not need to match.
The Sabotage rule now requires players to use a card from their own deck instead of using a power card to replace another player’s card.
When using the 'Take' card, the power card must be discarded immediately, and the discarded card should be taken without drawing an additional card.
Once a power card is discarded, its function cannot be used by any player after being picked up.
We decided to change the size of our card as we find that our first prototype was too big for users to hold
-Cherki card = 6 x 2.3cm
-First ver = 7.4 x 10.6cm
-Second ver = 5.6 x 8.7cm
Group Picture with Mr Peter ar Baba Nyonya Association
To better understand the traditional Cherki game and incorporate a modern twist with additional features from contemporary card games, our team visited Malacca to meet with Mr. Peter, the Head of the Baba Association in Melaka. This meeting provided valuable insights into the cultural and historical significance of Cherki, helping us explore ways to blend tradition with modern gameplay elements.
We had the opportunity to ask Mr. Peter several questions about the Cherki game, gaining deeper insights into its rules and history. He also kindly gave us a tour of the association, providing a comprehensive understanding of Baba Nyonya culture. During the tour, he explained the significance of various designs and artifacts, which enriched our appreciation of how these cultural elements are reflected in Cherki and its traditional role within the community. Mr. Peter taught us how to play Cherki, giving us a solid understanding of the game's basics. After learning the rules, we played a few rounds together to further familiarize ourselves with the gameplay.
Detailed information about our field research can be found in our proposal
This week is our presentation and submission phase for the proposal, marking an important milestone in our project. We focused on refining our proposal thoroughly to ensure it encapsulates all aspects of our game development journey. Additionally, we reached out to Dr. Charles for an online consultation to discuss the finer details of our final pitch and to gain his insights for further improvement.
Dr. Charles provided valuable feedback on our progress. He noted that the field research and conceptual framework behind our project are solid, which validates the depth and direction of our research efforts. However, he suggested we include an introductory slide specifically to present the game’s name, which would help establish context for our audience right at the start of the presentation. Overall, he commended our work, describing it as very well-executed, but advised that more rigorous game testing with the prototype would be beneficial to refine gameplay and user experience.
With his guidance, we are more confident in our approach and motivated to further enhance our proposal and prototype testing as we move closer to the final stages of our project.
After receiving Dr. Charles' approval of our game following the presentation, we proceeded to refine the minor elements of our card design, beginning with the symbols. Our objective was to create visually appealing, clear, and intuitive symbols that would enhance the player experience and improve the overall aesthetic of the cards.
We started by reviewing the existing symbols used in similar card games, drawing inspiration from universally recognized iconography while ensuring our symbols had a distinct, modern, and playful look that aligns with the unique cultural essence of Shioklah. Special attention was given to the symbols for power cards, as they play a critical role in gameplay. Each power card needed to have a visually distinct symbol to convey its unique function at a glance. For example, the "Reverse" symbol was represented by a circular arrow, while the "Skip Everyone" card featured a bold "X" to denote the cancellation of turns.
Week 7 marked a significant milestone in our development process. The combination of playtesting and digitalization allowed us to refine gameplay mechanics and achieve a professional look for our cards. Feedback from friends and team members was invaluable in ensuring balance, strategy, and clarity for players of all skill levels. With fully digitized card assets, we are now better prepared for future playtesting sessions and closer to a final, production-ready version of Shioklah.
During Week 8, which was Independent Learning Week, our team continued working on Shioklah with guidance from Dr. Charles, who suggested we source external playtesters to obtain unbiased feedback from fresh players. This prompted us to plan outreach to classmates, friends, and family for future testing sessions. Following Dr. Charles' feedback, we also focused on refining the game structure and rules to make them simpler and more accessible. Key adjustments included rebalancing the power card distribution and clarifying the instructions for how to play, especially regarding the "Shioknya" and "Cherki" calls.
Our team split tasks to ensure efficiency — some members focused on refining the rulebook, while others began digitizing and designing the character cards, including The Gossip Aunty, The Rich Overseas Uncle, and The Always Hungry for Snacks Kid. We incorporated Peranakan-inspired aesthetics, ensuring a colorful, playful, and culturally rich design that reflects the humor and charm of Baba Nyonya gatherings. These combined efforts aim to create a more balanced, intuitive, and visually appealing version of Shioklah.
In Week 9, our team focused on the final refinement of character cards, border design, and playtesting to prepare Shioklah for first colored printing. The character cards, including The Gossip Aunty, The Rich Overseas Uncle, and The Always Hungry for Snacks Kid, were enhanced with sharper outlines, vibrant colors, playful facial expressions, and thematic props to emphasize their roles.
We also refined the border design by incorporating Peranakan-inspired floral and tile motifs, ensuring visual consistency while distinguishing card types through color-coded borders. Playtesting sessions were conducted with a broader audience to validate gameplay mechanics and identify areas for improvement. Feedback highlighted the need for clearer iconography and card distinctions, prompting further adjustments. The combined efforts ensured the game's design, structure, and playability were cohesive, culturally rich, and ready for its next development phase.
Week 10 was pivotal in shaping the identity of Shioklah. The back design and logo act as essential visual symbols that make the game more memorable and culturally rooted. Our use of Peranakan-inspired motifs, vivid colors, and a centralized logo emblem gives the game a cohesive and polished look. The finalized logo and card back design are now ready for printing and digital adaptation, signaling a major step forward in the development of Shioklah. These visual elements contribute to the brand identity, ensuring the game stands out as a fun, humorous, and culturally unique experience.
Week 11 was a critical stage in the production of Shioklah. The variations of the Kuih, Money, and Nyonya Plate designs made the cards feel more dynamic, fun, and visually distinct, while the final printing layout ensured that production would run smoothly. The playful details, from bite-marked kuih to quirky Money cards featuring the Rich Overseas Uncle, help tell a cohesive, culturally rich story. By achieving print-readiness, we are now one step closer to producing a high-quality, playable version of Shioklah.
By the end of Week 11, we had successfully:
Created 3-4 unique variations for each of the Kuih, Money, and Nyonya Plate designs.
Standardized layout dimensions to ensure a smooth printing process.
Exported print-ready files with bleed, safe areas, and alignment guides.
Reviewed the visual consistency of the designs to maintain a unified game aesthetic.
In Week 12, we achieved a significant milestone by printing and cutting the Shioklah cards, bringing our designs to life in physical form. Using thick matte-finish card stock, we printed high-resolution cards with vibrant colors and precisely cut them with rotary trimmers and corner cutters to ensure smooth, rounded edges. Alongside this, we began creating the rulesheet, which included clear, beginner-friendly instructions, step-by-step visuals, and a glossary to explain key concepts of"Shioknya." The rulesheet was designed in an easy-to-print A4 format, using playful typography and a teal, cream, and gold color palette to maintain brand consistency. Simultaneously, we started work on the packaging design, opting for a two-piece rigid box with a Peranakan-inspired aesthetic. The box features a vivid floral design and gold accents, ensuring it stands out as a premium product. With all these elements coming together, Week 12 marked a pivotal step in finalizing the physical production of Shioklah.
In Week 13, we printed out the materials to get ready for our final presentation , which includes the rule sheet . box packaging and the final matte glossy cards. We changed the dimensions of the box a few times as it did not fully fit the size of our cards. We also prepared materials such as colored paper to prepare for photoshoot.
We prepared the materials for photoshoot and shot some product pictures that is suitable to put on our final presentation slides and e-portfolio. During our final week, we recorded the presentation and placed a wonderful full stop on this module. All of us were very satisfied with the project outcome.