Project-Based Portfolios: Build a Game-Design Project Inspired by Tim Cain’s Quest Types
portfolioscomputer sciencegame design

Project-Based Portfolios: Build a Game-Design Project Inspired by Tim Cain’s Quest Types

UUnknown
2026-02-28
10 min read
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Design a mini-RPG portfolio using Tim Cain’s quest templates. Learn scope-control, bug prevention, and a week-by-week plan for a polished CS application project.

Struggling to design a portfolio game that’s impressive but not buggy?

If you’re a student building a computer science or game-design portfolio, the biggest traps are over-ambitious scope and messy, untested code that admissions reviewers or hiring managers can’t run. This guide gives you a step-by-step, practical plan to design a mini-RPG project inspired by Tim Cain’s nine quest types, with explicit scope-control tactics and bug-prevention best practices you can use in 2026.

Why this approach works in 2026

Admissions committees and employers in 2026 expect projects that show technical depth, reproducibility, and thoughtful trade-offs. They also want to see modern tool use — from WebAssembly and WebGPU demos to AI-assisted content workflows — while still trusting human design judgment. Using the nine quest types as structural templates helps you deliver varied gameplay with a small, maintainable codebase. As Tim Cain famously said about quest design,

“More of one thing means less of another.”

That warning is a perfect lens for portfolio projects: aim for variety and polish, not breadth plus bugs.

Quick checklist (read first)

  • Pick a 4–8 week scope with a clear MVP (Minimal Viable Product).
  • Choose 3 quest templates from Cain’s nine to support distinct mechanics.
  • Make a playable browser or packaged build that runs in under a minute to start.
  • Use version control, automated tests and a CI build to catch regressions early.
  • Document decisions in README, design doc, and a 2–3 minute demo video.

Cain’s Nine Quest Templates — and how to use them in a mini-RPG

Tim Cain’s taxonomy of quest types is perfect for portfolio projects because each template maps to a specific technical challenge and user experience. Below are nine archetypes adapted for student projects, plus the coding or design skill each one showcases.

  1. Fetch / Collection — implement inventory, pickups, and RNG spawns; shows data modeling and UI.
  2. Combat / Kill — basic AI, damage systems, and balancing; highlights algorithms and state machines.
  3. Escort — pathfinding, AI coordination and failure states; shows event systems and resilience.
  4. Rescue / Save — triggers, timers, and save points; tests event-driven architecture.
  5. Defend / Survive — wave systems and difficulty scaling; demonstrates performance tuning.
  6. Delivery / Trade — inventory transactions and NPC economy; shows data persistence and validation.
  7. Explore / Discovery — map streaming and procedural hints; highlights content design and optimization.
  8. Puzzle / Investigation — state logic, logic trees and deterministic solutions; ideal for unit testing.
  9. Social / Dialogue — branching dialogue systems and saveable choices; shows serialization and UX.

Step-by-step: From idea to polished portfolio piece

1. Define the project's goal and audience (Day 0)

Decide your primary purpose: a CS application that demonstrates algorithms and software engineering, or a game design portfolio that demonstrates UX and systems thinking. Your constraints differ:

  • For CS applications — emphasize architecture, tests, documentation, complexity analysis.
  • For game-design portfolios — emphasize visual polish, level design, player feedback and playtesting notes.

2. Pick a narrow theme and tech stack (Day 1)

Pick tools that reviewers can easily run. In 2026, two strong, widely accepted stacks are:

  • Browser-first: TypeScript + Phaser 3 / PlayCanvas / WebGPU frameworks, deployed via GitHub Pages. Pros: no install, instant demo for reviewers.
  • Engine-based: Godot 4.x (open source) or Unity 2023–2025 LTS (if you have a license). Pros: richer toolset and visual scripting; Godot is excellent for reproducibility.

Also decide on essential libraries: a lightweight ECS (entity-component-system) library, a small state-machine lib, and test runners (Jest for JS/TS, or pytest for Python-based tools). Use Git for version control and GitHub/GitLab CI for automated builds.

3. Choose 3 quest templates (Day 2) — the 3-quest rule

To control scope, pick exactly three quest types that combine to show different systems but share code. Example good combos:

  • Fetch + Combat + Dialogue — demonstrates inventory, combat mechanics, and branching choices.
  • Escort + Puzzle + Explore — showcases pathfinding, stateful puzzles, and map design.
  • Delivery + Defend + Rescue — highlights persistence, wave systems and timers.

Limiting to three keeps the codebase focused and reduces integration bugs. Map each quest to a single technical aim.

4. Draft the MVP gameplay loop and data model (Days 3–4)

Write a one-paragraph player loop: what the player does in 30–60 seconds of play. Then design the minimal data model for quests:

<code>Quest {
  id: string;
  type: 'fetch' | 'combat' | 'dialogue';
  state: 'inactive' | 'active' | 'completed' | 'failed';
  objectives: Objective[];
  preconditions: Preconditions;
  rewards: Reward[];
}
</code>

Keep state transitions simple and deterministic. Avoid complex cross-quest dependencies in the MVP — they are a major source of bugs.

5. Break work into weekly sprints and milestones (Week 1–6)

Sample 6-week timeline for a typical mini-RPG portfolio project:

  • Week 1: Prototype player movement, camera, and UI. Establish build pipeline and CI.
  • Week 2: Implement the first quest type (Fetch) with inventory and pickups.
  • Week 3: Implement second quest type (Combat): enemies, health, damage system.
  • Week 4: Implement third quest type (Dialogue): branching and simple choice saves.
  • Week 5: Integration, playtesting, and automated test coverage for quest logic.
  • Week 6: Polish visuals, add README, record demo video, publish build and code.

6. Implement with defensive architecture

Architecture choices that prevent bugs:

  • Single source of truth: a QuestManager that owns quest state and emits events.
  • Event-driven design: subscribe to events rather than tightly coupling systems.
  • Stateless UI: UI reads from quest state; it doesn’t mutate it.
  • Feature toggles: wrap non-essential features behind toggles to disable during testing.

7. Automate tests and CI early

In 2026, automated testing and reproducible builds are table stakes for CS applications. Add:

  • Unit tests for quest state transitions (use Jest, pytest, or Godot’s unit test runner).
  • Integration tests for save/load cycles and event sequences.
  • Playtests with scripted bots where possible to run scenario coverage nightly in CI.

8. Test for common quest bugs (and how to avoid them)

Top bug classes and mitigations:

  • Race conditions: Avoid mutable shared state; use event queues and single-threaded simulation for gameplay logic.
  • Quest lockout or soft-bricking: design fail-safe reset triggers and clear failure states; log the exact conditions that led to state.
  • Save/load inconsistencies: serialize only small, well-documented fields and include a version number to handle migrations.
  • Infinite loops in puzzle logic: bound loop iterations and add timeouts in both code and tests.

Concrete example: "Grayvale Contracts" mini-RPG project plan

Below is a compact example you can adapt. This will make your portfolio entry clear and reproducible.

Project summary

Player is a courier in a small town (Grayvale) who accepts three contract types: a fetch contract (collect herbs), a combat contract (clear rats), and a dialogue contract (mediate a dispute). The project focuses on quest management, a small inventory system, simple enemy AI, and branching dialogue. Build target: browser demo + open-source code on GitHub.

Deliverables

  • Playable browser demo (hosted on GitHub Pages).
  • Source code with 3–5 core tests and CI build that runs automated checks.
  • Design doc (one-page) and README with technical highlights.
  • 2–3 minute demo video showing gameplay and architectural diagrams.

Estimated schedule (8 weeks)

  1. Week 1 — Setup: repo, CI, player movement, basic scene.
  2. Week 2 — Fetch quest: pickups, inventory UI, quest activation.
  3. Week 3 — Combat: simple enemy AI, damage, and death events.
  4. Week 4 — Dialogue: branching choices, simple serialization of choice impacts.
  5. Week 5 — Integration: quest manager, reward systems, and balancing.
  6. Week 6 — Tests: add unit & integration tests, fix bugs found in QA.
  7. Week 7 — Polish: visuals, audio stingers, UX improvements.
  8. Week 8 — Publish: final QA, build docs, record video, and submit demo link.

Technical snippets and patterns

Example quest state-change pseudocode — keep quest transitions centralized:

<code>function completeObjective(questId, objectiveId) {
  const quest = QuestManager.get(questId);
  quest.objectives[objectiveId].complete = true;
  if (quest.objectives.every(o => o.complete)) {
    QuestManager.setState(questId, 'completed');
    EventBus.emit('questCompleted', questId);
  }
}
</code>

Keep logging detailed (but toggleable) so reviewers can reproduce a bug trace. In 2026, simple structured logs (JSON lines) are preferred because they integrate with CI test reports and automated fuzzers.

Polish & portfolio presentation

Your final submission should make it easy for an admissions reviewer to understand what you did and why:

  • README: project goals, tech stack, build/run steps with a single command to launch the demo.
  • Design doc: one page describing trade-offs, systems architecture and 3 sample quest flows.
  • Commit history: clean commits with messages showing progress. Optionally, show a branch with early prototypes.
  • Test results: a short badge or CI link proving automated checks pass.
  • Demo video: 2–3 minutes highlighting the loop, a bug fixed during development, and a brief architecture walkthrough.

Late 2025–early 2026 developments shape how reviewers judge projects. Use them strategically:

  • AI-assisted asset generation: Use generative tools for placeholder art and NPC dialogue to save time, but label which parts were AI-generated in your README.
  • Procedural content & parametric quests: Simple procedural variations can increase perceived scope without much code; limit randomness to testable parameters.
  • Web-native demos: With WebGPU and WASM maturing by 2026, a browser demo is increasingly expected; it reduces friction for reviewers.
  • Automated playtesting: Use simple bots to exercise scenarios nightly in CI to surface regressions early.

Key rule: use modern tools to amplify polish, not to hide poor design. Admissions professionals value clear engineering decisions and reproducible builds.

Common application-angle talking points (for essays/interviews)

When describing this project in a CS application or portfolio page, emphasize these points:

  • Trade-offs: what you left out and why (e.g., full multiplayer deferred for stability).
  • Complexity management: your strategy for limiting scope (3-quest rule, MVP first).
  • Bug prevention: tests, CI, event-driven architecture.
  • Learning outcomes: algorithms, systems design, UX decisions, and measurable improvements (e.g., reduced bug count by X after adding tests).

Checklist before submission

  • Playable build runs in under one minute from the README command.
  • At least 3 unit/integration tests cover key quest logic.
  • Clear architecture diagram included in repo.
  • 2–3 minute demo video and a crash log example showing a fixed bug.
  • Credits and a short note on any AI-generated assets.

Final recommendations from experience

From reviewing hundreds of portfolios: reviewers prefer a small number of well-executed features to many half-finished ones. A mini-RPG that demonstrates architectural discipline, testability, and clear documentation signals readiness for CS programs and junior roles. Use Tim Cain’s quest templates as a structural scaffold — they give you gameplay variety with a predictable surface area for bugs.

Call to action

Ready to start your mini-RPG? Download our free 6-week project plan template and checklist, fork a starter repo (TypeScript + Phaser or Godot), and follow the 3-quest rule. If you want personalized feedback on scope or a portfolio review, schedule a 30-minute consult with our admissions-savvy tutors — we’ll help you tailor your project for CS applications and make sure you ship a playable, bug-minimal demo.

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#portfolios#computer science#game design
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2026-02-28T00:57:19.552Z