- People
- Leadership & Staff
- Research faculty
- Gabriela Aceves-Sepúlveda
- Alissa N. Antle
- Sheelagh Carpendale
- Parmit Chilana
- Jon Corbett
- Steve DiPaola
- Halil Erhan
- Brian Fisher
- Diane Gromala
- Marek Hatala
- Kate Hennessy
- Alireza Karduni
- Sylvain Moreno
- Carman Neustaedter
- Will Odom
- Philippe Pasquier
- Niranjan Rajah
- Bernhard Riecke
- Gillian Russell
- Thecla Schiphorst
- Chris Shaw
- Wolfgang Stuerzlinger
- Ron Wakkary
- Ö. Nilay Yalçin
- Teaching faculty
- Emeritus
- Adjunct Faculty
- Alumni
- Work at SIAT
- Opportunities
- Research
- Programs
- News & Events
- Spaces & Equipment
- StudioSIAT
- Media
- Showcase
- Showcase Submission Form
- Spring 2025 Project Showcase
- Fall 2024 Project Showcase
- Summer 2024 Project Showcase
- Spring 2024 Project Showcase
- Fall 2023 Project Showcase
- Spring 2023 Project Showcase
- Fall 2022 Project Showcase
- Spring 2022 Project Showcase
- Fall 2021 Project Showcase
- Spring 2021 Project Showcase
- Fall 2020 Project Showcase
- Contact
- Staff & faculty resources
Solar Conquest
Board game
By: Ekam Nijjar, Kaleb Vinthers, Baseer Joya, Travis Chun
Course: IAT 312 Foundations of Game Design
Description: Solar Conquest is a 2-4 player sci-fi strategy board game focused on resource management, tactical warfare, and strategic deception. Best with 4 players, the game challenges players to colonize planets, build fleets, and outmaneuver opponents through combat and bluff-based trading.
The game uses transitive mechanics, where higher-tier troops, ships, and lasers are strictly stronger but come at higher resource costs. Microsoft Excel was used to create and balance cost curves, ensuring fair progression. Troops and ships follow a linear cost-power relationship, while defense lasers scale exponentially, reflecting tactical power.
Gameplay features hidden troop and cargo information, enabling bluffing and surprise invasions. Iterative playtesting informed adjustments to troop bonuses, ship movement, and resource scaling. Visual assets were designed in Figma, and the full game was built and tested in Tabletop Simulator, allowing for remote multiplayer sessions and real-time iteration.