02 · Case study
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The Writer’s Deck

Transforming difficult storytelling concepts into a collaborative card game where aspiring filmmakers learn by creating, reacting and reflecting.

  • User Research
  • Design Thinking
  • Game Design
  • Prototyping
  • User Testing
  • Iteration
Role
Product Researcher and Designer
Team or context
Collaborative university design project
Year
2024
Project type
Product Design
Slide introducing The Writer’s Deck: three to six players with one Game Master and two to five characters, action and event cards, and a post-game feedback session
The game: three to six players, one Game Master, and a post-game feedback session
01

Project overview

The Writer’s Deck is a multiplayer card game designed for undergraduate students who aspire to make films but struggle to apply storytelling theory in practice.

Instead of presenting another passive tutorial, the concept helps players practise narrative construction through roles, events, actions, changing story conditions and peer feedback.

Format
Physical multiplayer card game
Players
3–6
Structure
One Game Master and two to five character players
Focus
Story structure, character development, pacing and creative thinking
Methods
Interviews, persona, journey mapping, ideation, prototyping and gameplay testing

This was a five-person collaborative university project. My contribution was product research and design; the concept, prototypes and testing were developed with the team.

02

Storytelling resources were abundant, but practical application remained difficult

Aspiring filmmakers could find large amounts of advice online, yet some still felt overwhelmed and unsure how to begin. Interviews indicated difficulty balancing originality with relatability, understanding story structure, creating meaningful character development and executing plot twists without becoming predictable.

Themes drawn from the interviews

  • Difficulty starting a story
  • Uncertainty around structure
  • Fear of relying on clichés
  • Limited confidence in character development
  • Difficulty translating theory into a finished narrative

These are paraphrased themes synthesised from the project’s interviews, not direct quotations.

Slide of interview insights describing difficulty balancing originality, structure and character development
Interview insights gathered from aspiring filmmakers
03

Target user

Jack is a 22-year-old university student and aspiring filmmaker. He creates films with friends and learns through social media, online creators and existing films. His goal is to produce memorable stories, but he struggles with structure, engagement, originality and character development.

Jack needs a hands-on and structured way to practise scriptwriting because passive online resources do not help him confidently translate theory into action.

Persona slide for Jack, a 22-year-old university student and aspiring filmmaker, listing his jobs to be done, needs and frustrations
Jack — the target persona
Journey map showing Jack moving from awareness through to writing, and where he becomes confused or stuck
Journey map before the intervention
04

Opportunity

How might we gamify complex storytelling techniques so an aspiring filmmaker can practise scriptwriting knowledge through active creation?

05

Concept development

The team selected a multiplayer storytelling game in which the group builds a narrative together while one player steers it.

  • One player acts as the Game Master
  • Other participants play story characters
  • Story Plot cards establish narrative conditions
  • Event cards introduce change and conflict
  • Generic and role-specific Action cards shape player decisions
  • Retcon cards allow the Game Master to regain narrative control
  • Dice and player choices create unpredictability
  • A post-game discussion provides constructive feedback
Slide describing the solution as a multiplayer card game that teaches aspects of storytelling
The chosen solution: a multiplayer storytelling card game
Photograph of the game mat used during play
The game mat
Story plot cards that establish the setting and conditions for a round
Story Plot cards, which set the narrative conditions
Event cards used to introduce change and conflict into the story
Event cards, which introduce change and conflict
06

Process and iterations

Prototype I

The first prototype was the initial attempt to turn narrative-building into a structured multiplayer experience, and it existed to be played rather than to be admired — the point was to find out where the mechanics broke down.

Photographs of the first prototype showing the board and mat, character, genre and event cards, and action and role-specific cards
Prototype I: board and mat, character, genre and event cards

Prototype II

The second prototype responded to what the first one exposed:

  • Combined Love Interest and Jester into the broader “Side Characters” category
  • Added Retcon cards to give the Game Master more control
  • Made Story Plot cards more specific
  • Removed the board to focus attention on the cards
  • Organised the system around Event, Retcon, Story Plot, generic Action and role-specific cards
Slide recording feedback from the first gameplay session, including that some roles were not functional in the story
Feedback from the first gameplay session
Prototype II slide listing the removal of Love Interest and Jester, the new Retcon cards, more specific Story Plot cards and the removal of the board
Prototype II with the changes it introduced
07

User testing

Repeated gameplay sessions were used to identify unclear rules, pacing problems and interactions that reduced player agency. Watching people play surfaced problems that reading the rules never would.

Second-round feedback

  • Draw Action cards progressively rather than distributing all of them at the beginning.
  • Allow generic cards to be discarded and redrawn.
  • Keep character cards non-redrawable so roles remain meaningful.
  • Support interactions when actions target another player.
  • Give character cards greater influence rather than making them overly dependent on dice rolls.

The concept went through two rounds of gameplay testing, each followed by changes to the cards and rules. No participant counts, satisfaction scores or completion data are claimed here.

Slide recording second-round gameplay feedback and the improvements made in response
Feedback from the second gameplay session and the improvements made
08

Final solution

The final concept is a 3–6-player storytelling card game with one Game Master, two to five characters, multiple story plots, varied event and action cards and a guided post-game feedback session.

Intended learning value

  • Players practise thinking quickly and describing meaningful actions.
  • Player choices expose the Game Master to alternative narrative directions.
  • The evolving story helps participants examine scene structure, pacing and progression.
  • The feedback session encourages reflection and peer learning.
  • Repeated sessions expose players to different genres and story structures.
Generic action cards that any player can use to shape the story
Generic Action cards, available to every player
Role-specific cards for the protagonist, antagonist and side characters
Role-specific cards for protagonist, antagonist and side characters
The Game Master matrix and Retcon cards used to steer the narrative
The Game Master matrix and Retcon cards
Slide explaining how to play the game
How to play
Slide describing how players practise thinking quickly, respond to alternative directions and reflect afterwards
The learning benefits the game is designed to create
09

Outcomes and impact

The team developed and iterated a tangible product concept that translated an abstract educational challenge into an interactive social experience. The final design moved away from passive instruction and gave users a repeatable environment in which to practise narrative decisions.

Journey map showing the intended experience of an aspiring filmmaker using The Writer’s Deck
Journey map showing the intended experience with the game
Slide comparing the projected before and after states for the target user
The team’s projected before-and-after impact

The journey map and impact comparison above are the team’s projections from the final presentation, not measured results. No commercial adoption or verified learning improvement is claimed.

10

Reflection

This project showed me that gamification works best when the mechanics reinforce the intended learning behaviour. Randomness alone did not teach storytelling; the value came from requiring players to make narrative choices, respond to changing conditions and discuss why a story did or did not work.

What I would do next

  • Formalise and simplify the rulebook
  • Test whether first-time players can begin without facilitator support
  • Compare learning confidence before and after several sessions
  • Balance card combinations across genres
  • Explore a digital companion for saving stories and feedback
  • Test replayability over multiple sessions