If you are developing a mathematical game, you will want to bootstrap the design process by understanding where each participant in the process is coming from. An approach, captured by the Knowledge-driven design pattern allows each participant to use their typology to mediate discussion regarding what the overall design needs to address. (The typologies are: mathematical content, learning and instruction, educational context, games, interface and interaction and software design). Alternatively, you could use event-driven iterative design to trace how the different participants interact with each other, and in doing so, construct a common
overview of the design process, as well as supporting prioritisation. It is also important to think about concept development so as to embed mathematical concepts into the game.
At this stage, you should have an initial specification. If one has an existing specification which can be modified, then follow the Metamorphosis pattern.
It is now possible to work on gameplay design. Structurally going from a loose idea of the intended gameplay in a
game design to a detailed description or specification can be difficult
to do. The design exploration through gameplay design patterns provides one technique to work from an initial set of
gameplay design goals, described through gameplay design patterns, to a
more detailed description of gameplay.
You are ready to develop an initial prototype. First boundary prototype helps in bounding this process, delineating the scope and depth of the first game prototype developed.
Once this first prototype version is developed, it is ready to be evaluated against the original specification using the remap pattern and to be tested using play-test-use-eval.