Project-Based Portfolios: Build a Game-Design Project Inspired by Tim Cain’s Quest Types
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.
- Fetch / Collection — implement inventory, pickups, and RNG spawns; shows data modeling and UI.
- Combat / Kill — basic AI, damage systems, and balancing; highlights algorithms and state machines.
- Escort — pathfinding, AI coordination and failure states; shows event systems and resilience.
- Rescue / Save — triggers, timers, and save points; tests event-driven architecture.
- Defend / Survive — wave systems and difficulty scaling; demonstrates performance tuning.
- Delivery / Trade — inventory transactions and NPC economy; shows data persistence and validation.
- Explore / Discovery — map streaming and procedural hints; highlights content design and optimization.
- Puzzle / Investigation — state logic, logic trees and deterministic solutions; ideal for unit testing.
- 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)
- Week 1 — Setup: repo, CI, player movement, basic scene.
- Week 2 — Fetch quest: pickups, inventory UI, quest activation.
- Week 3 — Combat: simple enemy AI, damage, and death events.
- Week 4 — Dialogue: branching choices, simple serialization of choice impacts.
- Week 5 — Integration: quest manager, reward systems, and balancing.
- Week 6 — Tests: add unit & integration tests, fix bugs found in QA.
- Week 7 — Polish: visuals, audio stingers, UX improvements.
- 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.
2026 Trends to leverage (but don’t overuse)
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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