The Product

The project concerned creating a digital version of a physical board game called "Expedition Inner World". The game, designed for children to teach them about critical decision making and about the fact that life does not necessarily follow a straight path, is set in the Wizarding World. Creating a digital version allowed us to add ambience and powerups that were not possible in the physical boardgame. Mysterious music, other sound effects, confetti and a broomstick powerup were some additions that were not in the original boardgame. All in all, the scope of the project only concerned the game, although we had a lot of freedom regarding certain implementations.


The Customer

The clients, Dietsje Jolles and Rachel Plak from the faculty of social sciences of Leiden University, were very nice to work with: they were clear about what they wanted to see in the game, allowed us a lot of creative freedom and were progressively more enthusiastic about what we had achieved during each meeting. Furthermore, any time we needed to know something or needed a file/design, they were generally quick to respond. Overall, it was a pleasure working with/for them. if anonymous, please replace the first sentence with: The clients, who are members of the faculty of social sciences of Leiden University, ...

  • "In theory, there is no difference between theory and practice. In practice, there is." - Yogi Berra
  • "Success is not delivering a feature; success is learning how to solve the customer's problem." - Mark Cook
The Team

The teamwork was distributed according to who had the time and skills to do something. Our lead developer, as the name suggests took the lead in programming and helped the others with issues they ran into. The others worked on assigned issues as well or on project management tasks. Sadly, due to one group member dropping the course, each one of us had a larger workload than expected, but we managed to finish the project with (in our opinion) a more than satisfactory product .


The Technologies