Board games

feature
Designing, producing, and presenting a board game at the Cannes International Games Festival, managing its entire product life cycle.
problem

How do you design original board games that can go from idea to a product exhibited at an international event?

Over two years of my Master's, I had the chance to design two distinct board games, each with different design constraints: one focused on short- and long-term memory and speed, the other on players' ability to perform several precise, fast actions at once. The challenge was to master the full product life cycle in order to improve project structure, gameplay quality, and the handling of time, budget, and public-exhibition constraints. Presenting these games at the Cannes International Games Festival added a further constraint: the product had to be immediately understandable, appealing, and functional for a varied audience, with no prior context, in a highly competitive environment.
approach

We structured the project as a genuine product life cycle.

The project began with team brainstorming sessions to define the game's concept and positioning. Once the direction was validated, we built a first prototype to quickly test the core mechanics and identify friction points. We then broke the work into sub-tasks, set a production budget, and shared out responsibilities within the team. After the designs were approved, we handled the printing and purchasing of all the pieces needed to produce the final version of the game. Regular user testing ran throughout development to iterate on the gameplay and the clarity of the rules.
solution

Delivering a complete board game, ready to present to the public at the Cannes International Games Festival.

The final product had an original concept, polished rules, functional physical components, and a play experience tested and validated by users. The game was presented at the Cannes International Games Festival, offering a unique opportunity to test it against a real audience.
impact

A complete product-delivery experience, from idea to public exhibition.

This project let me experience a product's entire life cycle, applying project-management skills to a creative, tangible context. The user feedback gathered at the festival reinforced the iterative, user-focused approach, while developing my skills in presenting and promoting a product to a broad audience.
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