Mazes & Minotaurs (Analog)(2015)

Analog Game Design • Systems Design • Level Layout • Team Project

Summary

Mazes & Minotaurs is an analog game designed in 2015 during my graduate studies, when I chose to retake Introduction to Game Design as part of my Master’s program. Returning to the course a second time gave me an opportunity to revisit foundational design principles with a more mature perspective, exploring systems, player psychology, and analog prototyping from a higher skill level.

Created collaboratively with two classmates, Mazes & Minotaurs challenged us to build a complete tabletop experience from scratch — including asymmetric roles, evolving spatial systems, player abilities, and dynamic win conditions. Although analog, this project played a pivotal role in shaping my early systems thinking and reinforced the value of iteration long before I began building digital games.

Game Design Document

Project Overview

Mazes & Minotaurs is a hybrid dungeon-crawling, tile-placement, chase-and-escape board game where:

  • Four adventurers work together to escape a maze

  • A player-controlled Minotaur manipulates the labyrinth to trap them

  • The labyrinth itself is dynamic, constructed through modular tile placement

  • Each hero has unique stats, powers, and team utility

  • Victory can be group-based or individual, creating layered incentives

The game creates a tension-filled spatial puzzle where every turn reshapes the board — keeping players engaged, reactive, and strategic.

Tools Used

  1. Paper prototypes and modular tiles

  2. Tokens and dice

  3. Early GDD drafting and PDF formatting tools

What I Worked On

Systems & Rules Design

  • Defined the turn structure, action economy, and stamina system

  • Designed asymmetric mechanics for both hero players and the Minotaur

  • Helped create key-based progression and treasure interactions

  • Wrote and refined major rule components, including movement, combat, and item use

Minotaur Mechanic Development

  • Assisted in creating the Minotaur’s teleportation, attack, and maze-manipulation systems

  • Helped tune difficulty by adjusting its mobility, interaction range, and recovery rules

Board & Layout Design

  • Contributed to rules governing tile placement, the core spatial mechanic

  • Helped develop movement constraints (wall-hugging, diagonals, door logic)

  • Iterated on balance for open areas vs. chokepoints in the modular maze design

Documentation & Clarity

  • Edited and formatted the full 6-page GDD

  • Created diagrams and clarified rules for player readability

  • Ensured consistency across treasure cards, door logic, and environmental behaviors

What I Learned

Analog Design Reveals Systemic Issues Immediately

Playtesters surfaced pacing problems faster than in digital prototypes.

Complexity Must Serve the Player, Not the Designer

Every rule needed a purpose — and clarity was more important than cleverness.

Asymmetrical Roles Require Guardrails

The Minotaur’s teleportation-after-attack mechanic became a critical balancing tool.

Team Collaboration Mirrors Real Studio Work

This was one of my earliest experiences splitting responsibilities across systems, layout, and documentation — a precursor to later industry teamwork.

Personal Reflection

Mazes & Minotaurs represents a meaningful moment in my growth as a designer. By revisiting an introductory course during my Master’s program, I was able to approach the fundamentals with new maturity — designing not just for novelty, but for usability, balance, and player engagement.

This project reaffirmed that great game design begins on paper. Before engines, before code, before tools — it’s about rules, incentives, clarity, and how players emotionally respond to the systems you create. Mazes & Minotaurs helped solidify those instincts and became a stepping stone toward the digital projects that followed.

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Fairy Tale Game (2015)

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Cure-Slay (2014)