SIHAN MA · GAME DESIGN · WEEK 1
Three ideas.
Three ways to play.
Explore a landscape. Optimise a system. Command a force.
Three early development proposals, expanded from the original game-possibility worksheets. Each project explores a different kind of player decision.
CONCEPT STAGE · THREE GAME IDEAS
Choose a project
01 / EXPLORATION
Trailbound
Choose a jeep or off-road truck. Reach lookout tower save points while managing terrain, drivetrain mode and fuel.
The choice:
Risk the shortcut or take the longer trail?
Photo: Matthew Lancaster / Unsplash. Full credit on project page.
02 / AUTOMATION PUZZLE
Factory Flow
Connect machines and conveyor belts. Complete an order inside a limited workshop.
The choice:Build powered production lines and meet increasingly complex orders within two-to-five-minute deadlines.
Can the factory produce every component before the deadline?
Photo: Suzhou Yongyang Automation. Full credit on project page.

03 / REAL-TIME STRATEGY
Frontline Command
Gather resources, build a base and lead a small fictional force.
The choice:
Invest in defence, information or an advance?
Photo: U.S. Army / Europe District. Full credit on project page.
Core design focus
Trailbound: Do changing road surfaces, drivetrain modes and fuel use make the 30–40 minute journey engaging?
Factory Flow: Timed orders, visible manufacturing cycles, power limits and increasingly complex but readable production lines.
Frontline Command: Can a small set of units support more than one effective plan?
These pages present planned game concepts, not finished or playable builds. Imagery is mainly real-world photography, supported by one existing-game screenshot per project. Sources are credited beside the images. No AI-generated images are used.