Game Makers Slides
Club Challenge • Rapid Game Jam Hands-On Workshop
Make Your Own Game
Build, test, and host an original game in real time today.
How This Works: We build step-by-step as we click through each slide!
Active Build
Work in teams of 2 to 4 Fast • Collaborative • Playable
Step 1
Grab 2 to 4 Materials
Team Action: 3 Mins
Head to the materials station and pick 2 to 4 items for your team table:
Cups
Balls
Cones
Buckets
Cards
Beanbags
Hoops
Floor Tape
Safety Rule: Keep throwing zones clear of foot traffic. If it could trip or hurt someone, change it!
Grab your gear and bring it back to your station now.
Step 2
Define The Goal
Team Action: 3 Mins
What is the player trying to accomplish? Pick ONE main objective:
Hit A Target
Bounce or toss into a zone
Knockdown / Clear
Topple cones or clear cups
Build / Balance
Stack highest stable tower
Write on your blueprint: "Players win when they ___________________"
Agree on your team's goal in 1 sentence. Lock it in!
Step 3
Design Turns & Rules
Team Action: 4 Mins
What Is One Turn?
1. Stand behind the tape line.
2. Take 2 tosses / attempts.
3. Count your score.
4. Retrieve gear & pass to next player.
Set 2 Simple Rules
DO: State the launch line distance.
DON'T: What is an automatic foul?
WHO GOES FIRST: Rock-Paper-Scissors!
Keep it under 3 rules total. Fast rules make great games.
Step 4
Scoring & Game Name
Team Action: 3 Mins
Choose A Scoring Engine
• Point Race: First to 10 points wins.
• Direct Hit: Easy cup = 1 pt, Far cup = 3 pts.
• Clear It: First team to topple all 4 cones.
Name Your Creation
Make it punchy & memorable:
"Cup Chaos", "Bucket Blitz", "Target Takeover"
Write your title at the top of your sheet!
Lock in your scoring and announce your game's official name to the room.
Need Inspiration? 3 Ready Blueprints
Borrow Or Adapt
Idea 1
CUP CANYON
Gear: 6 cups, 2 balls, tape line
Goal: Bounce ball once on table into cups
Score: Near = 1 pt, Mid = 2, Back = 5 pts
Idea 2
CONE KNOCKOUT
Gear: 4 cones, 2 beanbags, 1 bucket
Goal: Toss beanbags to topple cones
Score: 1 pt per cone. Sink bucket = instant win
Idea 3
TOWER DUELS
Gear: Deck of cards, 8 cups, timer
Goal: Stack cups between drawn cards
Score: Tallest standing tower at 3 mins wins
Feel free to copy one of these immediately or add your own twist!
Step 5
Test It & Fix It
Team Action: 5 Mins
Play 3 complete rounds right now with your own teammates!
Too Difficult?
Move launch line 2 feet closer or widen targets.
Too Easy?
Step back 3 feet or use non-dominant hand.
Turn Glitch?
Clarify who retrieves balls and when next turn starts.
If a rule felt weird during play: CHANGE IT ON YOUR BLUEPRINT RIGHT NOW!
Real game designers test and tweak. Polish your mechanics!
Step 6
Host Another Team
Play Exchange: 10 Mins
60-Second Host Pitch
1. Goal: "Here is how you win."
2. Rules: "Stand here, toss twice."
3. Score: "Here is how you earn points."
4. Go: Step back and let them play!
The Exchange Flow
• First 5 Mins: Team A hosts, Team B plays.
• Second 5 Mins: Swap tables! Team B hosts.
• Visiting players fill out the quick checklist star rating!
Watch visiting players. Do they understand the game naturally?
Challenge Complete Club Challenge Debrief
You Didn't Just Play A Game.
You Invented & Hosted One!
What was hardest?
Balancing the difficulty.
What rule changed?
Fixing a broken mechanic.
What made it fun?
Instant suspense & laughs.
Game Designers: Great Job Today!
Game Lab Facilitator Guide
Club Challenge • Rapid Game Jam Facilitation
Game Lab Facilitator Guide
Session Duration: 45–60 Min
Active "Build-As-You-Go" Format
The "Build-As-You-Go" Model
Members are actively making their game during the presentation. Facilitators introduce each slide in under 45 seconds, then start the countdown timer. Teams talk, test, and write immediately at their tables.
Materials Station
- • Plastic cups (16–24 oz)
- • Ping pong & foam balls
- • Cones & small buckets
- • Beanbags & card decks
- • Blue painter's / floor tape
Rapid 9-Slide Session Timeline (45–50 Mins)
Min 00–03 Kickoff (Slide 1) Set energetic tone: "Today you invent and host."
Min 03–10 Gear & Goal (2–3) Pick 2–4 items, confirm safety, write win condition.
Min 10–20 Turns & Score (4–6) Define turn flow, choose scoring, reference examples.
Min 20–30 Playtest (Slide 7) Play 3 trial rounds. Tweak broken or boring rules.
Min 30–45 Host & Debrief (8–9) 5 min host, 5 min swap, 5 min group reflection.
Pacing Principle: Keep It Moving
Do not let groups overthink or debate for 10 minutes. Say: "Pick a rule and test it right now. If it doesn't work in 60 seconds, you can rewrite it on the fly!"
The "Inspiration Slide" Safety Net
If any adult team looks stuck or overwhelmed, point directly to Slide 6 (3 Ready Blueprints): "Just take Cup Canyon or Cone Knockout and tweak one rule!"
Live Safety Check: During Slide 2, walk the room to ensure throw lines face away from walkways and walls. Separate tables by at least 6–8 feet.
Club Challenge Design Studio • Facilitation Series Page 1 of 2
9-Slide Facilitator Sprint Walkthrough
Active Slide Coaching Guide
Step-By-Step Facilitator Prompts
| Slide & Timer | Facilitator Prompt (Under 45 Sec) | What Members Do Right Now |
|---|
| Slide 1 | | |
| Kickoff (2 min) | "We aren't lecturing today. We are building a game step-by-step together right now." | Form teams of 2–4, grab a planning blueprint sheet, choose a table. |
| Slide 2 | | |
| Materials (3 min) | "Pick 2 to 4 items from the station buffet. Check your space for safety." | Walk up, select gear (cups, balls, beanbags, tape), return to table. |
Game Blueprint Planning Sheet
Club Challenge • Design Studio
Game Blueprint Planning Sheet
Phase 1: Architecture
Game Name: ___________________
Design Team: ___________________
Station #: _______ Date: _______
1. Materials Inventory (Select 2 to 4 Items)
Check items used and specify quantity
Cups [ Qty: ___ ] Balls [ Qty: ___ ] Cones [ Qty: ___ ] Buckets [ Qty: ___ ] Cards [ Qty: ___ ] Beanbags [ Qty: ___ ] Hoops [ Qty: ___ ] Tape / Line [ ___ ]
Other safe materials: __________________________________________________________________________________
2. The Core Objective (What Are Players Trying To Do?)
Select archetype
Score Points
Hit Target
Beat Clock
Collect Items
First to Finish
Custom Goal
Describe the main goal in 1–2 clear sentences:
3. Game Rules (Keep It Simple & Enforceable)
What Players CAN Do (Allowed Actions):
What Players CANNOT Do (Fouls & Restrictions):
4. Turn Sequence (Step-by-Step Action Flow)
Step 1: Turn Start
Step 2: Action
Step 3: Score / Result
Step 4: Pass / End
Club Challenge Design Studio • Game Blueprint Sheet Page 1 of 2
Club Challenge • Design Studio
Scoring, Playtesting & Hosting
Phase 2: Execution
5. Scoring Model & Win Condition
Points OR Goal-Based
Point Values (If Points-Based):
Basic Action ___ Pts
Skill Shot ___ Pts
Bonus / Special ___ Pts
First Player Decider:
Method: Rock-Paper-Scissors / Card / Dice / Coin
Exact Win Condition (e.g., "First to reach 10 points" or "First team to clear all cups"):
6. Playtest Glitch & Patch Log (Test It & Fix It)
Test 3 Rounds
| Round | What Broke or Felt Confusing? | How Did You Patch / Fix The Rule? |
|---|
| Test 1 | | |
| Test 2 | | |
7. The 60-Second Host Cue Card (Teaching Visiting Players)
Quick Pitch
1. The Hook & Goal:
2. Golden Rule (Top Do & Don't):
3. One Turn Takes:
4. How To Win:
Club Challenge Design Studio • Game Blueprint Sheet Page 2 of 2
Game Ready Testing Checklist
Club Challenge • Quality Assurance
Game Ready Testing Checklist
Pre-Flight & Peer Playtest Audit
Game: ___________________
Testing Team: _________________
Station / Table: _____________
Part 1: Team Pre-Flight Verification
Must check all 6 before hosting
1. Crystal-Clear Objective: Any player can state exactly what they are trying to achieve within 5 seconds of hearing the rules.
2. Fair Start Decider: There is a rapid, neutral way to determine who takes the opening turn (card draw, coin toss, RPS).
3. Defined Turn Boundaries: Everyone knows exactly when a player's turn begins, what actions happen, and when the turn officially ends.
4. Transparent Scoring & Victory: Points are easily counted or the completion goal is obvious. No disputed victories.
5. Safe & Contained Play Area: Tosses, movements, and retrieved gear stay within your assigned station bounds. Zero trip or collision hazards.
6. 60-Second Explanation Test: Your team can teach a new adult the complete rules in 1 minute or less without confusion.
Part 2: Visiting Playtester Review
To be filled out by guest players after testing
Guest Team A: ____________ Rate 1–5 Stars
Rule Clarity: ★ ★ ★ ★ ★
Fairness & Balance: ★ ★ ★ ★ ★
Fun & Excitement: ★ ★ ★ ★ ★
Best Feature / Suggestion:
Guest Team B: ____________ Rate 1–5 Stars
Rule Clarity: ★ ★ ★ ★ ★
Fairness & Balance: ★ ★ ★ ★ ★
Fun & Excitement: ★ ★ ★ ★ ★
Best Feature / Suggestion:
Club Challenge Certified Verified Playable, Safe & Tested by Peers
Staff Sign-off:
___________
Club Challenge Design Studio • Quality Assurance Page 1 of 1