Game Design

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Ghost with the Most

Orienting new design students through board game play

My Role

Game Systems Designer

Playtest Analyzer

Visual Designer

My Role

Angel Allen

Miles Ainsworth

Ghost with the Most introduces new Loyola New Orleans design students to the department lifestyle by gamifying orientation.

Acting as designers trapped on campus, players race to complete assignments and escape the department floor before “the ghost” (a Loyola design legend) picks them off one by one. Along the way, they navigate the department’s real layout and encounter assignments that await them in later years.

This project’s brief was to create a game that addressed a problem within Loyola’s design department.

Context

First-year design students felt lost: Literally and socially.

They didn't know where classrooms were, had little connection with upperclassmen, and had no sense of what to expect from future coursework.

Solution

Disguising orientation as a game

Based the game on the department's real floor plan, using tasks that reflect actual future assignments. All tied together through a spooky, gothic New Orleans aesthetic.

Player Audience

Designed for Loyola design students but accessible to anyone. The rules require no prior knowledge, even if some details reward those in on the Loyola-related jokes.

Core experience

Drawing inspiration for an exciting, thrilling, and chaotic gameplay

While writing the rules, we knew we wanted to create chaos: where everyone is yelling and hollering. The type of energy when your friends bring UNO, but everyone has different rules.

So we looked at games where you outmaneuver, plot against, and then conspire with your previous opponents.

Games with a "secret killer"

Werewolf

Among Us

Games where you “switch sides”

Sharks and Minnows,
(a swimming pool game)

Bringing it to life

Creating characters, tasks, and power dynamics

10 possible player avatars took form as student stereotypes (Procrastinator, Student Athlete, Party Animal, etc.), each with their strategically balanced unique advantages and disadvantages.

Based on real Loyola design assignments, we spread tasks across the board for players to complete, either solo or together.

A few of our characters and task cards. Cards designed by Miles Ainsworth.

Low-fidelity prototype & pilot playtesting

Our first prototype used modular rooms and paper pieces to allow us to fine-tune spacing, room arrangement, and game dynamics.

Playtesting low-fidelity prototype

Players took way too long to cross the board

Too many spaces and moving pawns with the dice-roll method slowed gameplay, creating bored players. By making each square larger (resulting in fewer spaces), players crossed the board faster, and gameplay maintained its momentum.

Larger and few spaces allow pawns to move faster across the board.

Designing & assembling the official board and game pieces

After a few pilot tests, I designed our flat board graphics. With support from my teammates for wall and game cards, we then constructed our 24” x 28” board out of foam core and paper graphics.

Game Dynamics: The Basics

How to Play

Upon the game’s start, players select a student avatar and are dealt task assignment cards, with one ghost "task" card hidden among them.

Students must complete their homework to survive and escape

Student players maneuver around the board to complete their assignments and eventually escape through an exit without being “killed” by a ghost.

The "Ghost" must eliminate all students to win

The player who is dealt the ghost task card becomes the first "Ghost" and must hunt down all the students before they escape the floor, one by one.

When a ghost “kills” a student, they’re resurrected, not as a student but as a ghost player. Then, all of the phantom players work together to eliminate the remaining students.

Official playtesting

Adjustments for a more intuitive and efficient gameplay

With lots of yelling and laughing in playtests, it became obvious that students enjoyed the game, but they showed some areas for improvement.

Our group creating the high-fidelity prototype.

Adding Student secret passageways to balance Ghost advantages

Without spending time completing tasks, ghost players eliminated students too easily, ending the game before anyone could escape. Student secret passageways were added to balance power distribution.

Adding a game manual & simplifying game rules

Although it wasn't in the original scope of the project, we created a short instruction manual covering all game mechanics and rules in simpler language because our rules were lengthy and complex.

Matching characters with starting icons

Avatars were each assigned a starting point marked by a matching icon. Feedback showed some pairings were unclear, so we reworked the icons to make each match more intuitively.

What I Learned

Creating something functional is one type of challenge, but creating something truly enjoyable, that people actually want to play with joy and laughter, is an entirely different type of hard.

With our team, I’m happy to say that we succeeded in creating a game that gets people as fired up as UNO.

Still lookin'?

:)

. ݁₊ ⊹ . ݁˖ . ݁ © Ella Balhoff 2026

. ݁₊ ⊹ . ݁˖ . ݁ © Ella Balhoff 2026