#ctect503
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retale; Final Entry
retale; Team
Ella O’Connell-Biddlecombe
Hannah Ruthvan
Nathaniel Peacock
Roxy Allnut
Sheldon Hall
Blog Posts (Chronological Order)
1.https://ellaoconnellbiddlecombe.tumblr.com/post/186626519156/compact-first-few-sessions
2. https://ellaoconnellbiddlecombe.tumblr.com/post/188015744436/finallypostingsomeolddraftsiforgotabout
3. https://ellaoconnellbiddlecombe.tumblr.com/post/188553263491/we-have-been-doodling-the-idea-of-a-campaign-now
4. https://ellaoconnellbiddlecombe.tumblr.com/post/188553809486/so-a-campaign-isnt-just-a-video-or-posters-it
5. https://ellaoconnellbiddlecombe.tumblr.com/post/188619430411/water-runs
6. https://ellaoconnellbiddlecombe.tumblr.com/post/188619480961/specific-hype-research-regarding-instagram
7. https://ellaoconnellbiddlecombe.tumblr.com/post/188620927236/so-from-the-patagonia-campaign-basically-we
8. https://ellaoconnellbiddlecombe.tumblr.com/post/188621248076/sat-down-and-post-it-ted
9.
https://ellaoconnellbiddlecombe.tumblr.com/post/188636707241/sustainable-speed-dating-hannah-and-i-attended-the
10.
https://ellaoconnellbiddlecombe.tumblr.com/post/188637058866/with-our-fresh-new-name-we-are-branching-out-into
11.
https://ellaoconnellbiddlecombe.tumblr.com/post/188637220776/instagram-so-we-are-finally-live-with-the-gram
12.
https://ellaoconnellbiddlecombe.tumblr.com/post/188638115641/so-this-is-gonna-be-a-short-and-sweet-post-but
13.
https://ellaoconnellbiddlecombe.tumblr.com/post/188638495036/we-have-taken-ourselves-down-to-the-street-and
14.
https://ellaoconnellbiddlecombe.tumblr.com/post/188638604061/interackting
15.
https://ellaoconnellbiddlecombe.tumblr.com/post/188638664406/instaupdate
16.
https://ellaoconnellbiddlecombe.tumblr.com/post/188638886245/so-we-decided-to-take-on-creating-a-website-so
17.
https://ellaoconnellbiddlecombe.tumblr.com/post/188649935086/slowly-but-surely-we-are-growing-and-developing
18.
https://ellaoconnellbiddlecombe.tumblr.com/post/188649935086/slowly-but-surely-we-are-growing-and-developing
19.
https://ellaoconnellbiddlecombe.tumblr.com/post/188650066776/reach
20.
https://ellaoconnellbiddlecombe.tumblr.com/post/188650207196/test-for-treat
21.
https://ellaoconnellbiddlecombe.tumblr.com/post/188650328731/last-lil-thang
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Final Project Log- 8
“AFTER DARK”
Poster features illustration of Protagonist and Griefer.
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Systems Experienced- Relfection
I felt that once I had completed this project, finished all my blog post and presented to the class, that I still had not comprehensively evaluated the process and iterations through our project. This is why I chose to do an additional blog post, Deeper thinking- My own Reflection, to try and communicate across my belief in the significance of reflection and how it impacted the work we had done as a group, through different stages of iteration. Now we have been critique and given back advice to reflect upon our projects, I wanted to take the chance into diving deeper into an analysis of Punishment.
In a creative process we constantly need to ask why, why did we make these certain choices over others. Once we received feedback on our projects the lectures main comment was “Why, why did you chose word over symbols? Why wood? Why submission and not sensation?” These questions made me reflect on our own work and how we questioned each processes within creating Punishment. With challenging each of our ideas and thoughts through each process it allowed us to develop our project. This is important because without having good questions to reflect on, you aren’t able to have good ideas.
The Miniature Guide to The Art of Asking Essential Questions, states
“The quality of our thinking is given in the quality of our questions”
“Questions define tasks, express problems, and delineate issues. They drive thinking forward. Answers, on the other hand, often signal a full stop in thought. Only when an answer generates further questions does thought continue as inquiry. A mind with no questions is a mind that is not intellectually alive.”
“Thinking within disciplines is driven, not by answers, but by essential questions.”
These three statements reminded of what the lectures had said to us as feedback. They added to their comments in a way of stating the importance of questions each step you made during a creative processes. With always questioning and reflecting on your ideas, you are able to build. If you never changed an original idea, it would never be successful for the reason that it has no development, no backbone. A quote that I found by Chip Kidd relates to this idea,
“Never fall in love with an idea. They’re whores. If the one you’re with isn’t doing the job, there’s always, always, always another.”
One of the most important decisions we made was choosing and material for our coins/cards. This was important as there was many factors to consider like health and safety risks, how they would fall and also if the material was strong enough to be thrown. We started with a base idea of using card. With this though we knew it was going to be to light and wouldn’t manipulate an idea of a coin. From here we decided to branch out and try other options to see what material would be best to use for a pack of coins that can be thrown. With creating different iterations of our design, it allowed to understand what materials would work better than others. With questioning our iterations it also allowed room for improvement and reflection on the work we had already completed. In the end, we agreed upon using wood for our game. This material is durable, won’t break easy, falls nicely once thrown and won’t be too hazardous to players.
Moving forward from this project, I have learnt to value reflection and question my progress throughout my projects. Not only will it help to enhance my work, but it will allow me think clearly and motivate me to not stop once my question is answered. If it’s answered, there’s no more inquiry and no longer intellectually alive.
Reference
http://www.criticalthinking.org/TGS_files/SAM-Questions2005.pdf
https://99designs.com/blog/creative-inspiration/10-famous-design-quotes/
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Image referencing
Here is all of the referencing needed from our game in APA format.
Werewolf
Tim Burton - fairytale puppet shadow | Concept Art Referance | Pinterest | Tim burton, Moma and Moma nyc. (n.d.). Retrieved from https://pin.it/2jtu45dicnpzmv
Demon
Pin by Erin Louise on Creatures of the Night | Pinterest | Voodoo dolls, Tim burton and Voodoo. (n.d.). Retrieved from https://pin.it/jkwlgc5gfpqz4r
Angel
Don't Blink. Don't Even Blink. ( Tim Burton style Sally Sparrow / Doctor Who tee) | Creatures of the Night | Pinterest | Tim burton style, Tim burton and Sally. (n.d.). Retrieved from https://pin.it/hxslmm7csg6lm6
Dragon
E se os Pokémons tivessem sido criados por Tim Burton? (n.d.). Retrieved from https://pin.it/ppw25lugqfos3f
Ogre
https://pin.it/yzpjvwwflfimel
Vampire
https://pin.it/7z27ye4po6plat
Bugs
https://www.pinterest.nz/pin/441845413432637345/
Snowflake
How to Draw a Snowflake Step by Step Drawing Tutorial. (n.d.). Retrieved from https://pin.it/jfhxp4gx4thtr5
Goblin
A drawing of Eric the teacup pirate | Art - Illustration | Pinterest | Drawings, Fairy and Brian froud. (n.d.). Retrieved from https://pin.it/f6kvi3zyvlqnw6
Garlic
Garlic Tattoo Design | Tattoo Viewer.com | kirituhi | Pinterest | Design tattoos, Tattoo designs and Garlic. (n.d.). Retrieved from https://pin.it/aawmzbhmtkoflo
Fish
Fish trout sketch drawing www.buildfishinglures.com www.pennylure.com | Fish | Pinterest | Sketch drawing, Trout and Sketches. (n.d.). Retrieved from https://pin.it/pfmdqxis567edq
Beer
Use the form below to delete this Beer Mug Clip Art Black And White image from our index. Description from clipartbest.co. I searched for this on b... | Coloring Pages | Pinterest | White image, Clip art and Cricut. (n.d.). Retrieved from https://pin.it/hgbmthflclaszu
Potion
Pin by Dez Brito on Tattoo ideas | Pinterest | Drawings, Tattoo and Drawing ideas. (n.d.). Retrieved from https://pin.it/4n4jt4hnhzec2a
Blood bag
Pin by Αιραμ on aes| vampire | Pinterest | Oc and Photography. (n.d.). Retrieved from https://pin.it/7m37gwb3gznxqa
Zombie
Cher is back on the charts with 'Woman's World'. (n.d.). Retrieved from https://pin.it/ow3nkewokwaw3h
Witch
Tim Burons Nightmare before Christmas witch illustration | my stuff | Pinterest | Witches, Tim burton and Illustrations. (n.d.). Retrieved from https://pin.it/h66rd3nsf57ogr
Salt
A salt shaker | tattoos | Pinterest | Tattoo and Body art. (n.d.). Retrieved from https://pin.it/aluv3yccilte7x
Fairy
Alice Underground by KennedyxxJames.deviantart.com Almost Tim Burton-esque | Alice in Wonderland Obsession | Pinterest | Alice, Tim burton and deviantART. (n.d.). Retrieved from https://pin.it/dokhorr4u2e7m5
Mermaid
Www.caitchock.com (c) contact for prints Ursula Art print from an illustration I did inspired by Ursula from The Little Mermaid. The original is w... | Tim Burton | Pinterest | Ursula, Mermaid and Prints. (n.d.). Retrieved from https://pin.it/fylykgudoilnii
Planchette
Www.caitchock.com (c) contact for prints Ursula Art print from an illustration I did inspired by Ursula from The Little Mermaid. The original is w... | Tim Burton | Pinterest | Ursula, Mermaid and Prints. (n.d.). Retrieved from https://pin.it/fylykgudoilnii
Sun
Pin by Auntie Shiree on Black Art | Pinterest | Tattoo, Moon and Tatting. (n.d.). Retrieved from https://pin.it/qxokbvpmiwndxe
Hell fire
Four Horsemen Symbol | Apocalyptic symbols by Zeldaboyz | Fandom | Pinterest | Symbols, Tattoo and Tatting. (n.d.). Retrieved from https://pin.it/msupncglmuz7vi
Reincarnation
Reincarnation symbol tattoo - Google Search | Tattoos | Pinterest | Symbols tattoos, Symbols and Tattoo. (n.d.). Retrieved from https://pin.it/cruiqybypqtwjp
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Iterations of the First Project 2
I started looking at the “pillars of play” or “play asthetics” while not really understanding how it works. I just decied to “doodle” on some left over paper, and found that I was enjoing the idea of layering diferent cards to create different images.
Sadly, there are to many pieces of paper in my first one to see them though with a camera and light.
I went back to the “asthetics” or “pillars” and kept them open as I just started playing around with more layering, but with sharpie instead of pencil.
It occured to me that I had origanally been looking at “narrative”, and “discovery”, within my “holo cards”. Donna came and reexplained how the “asthetics” or “pillars” work. As I realised how it all works I find myself really liking “discovery”, and “expression”. That is what my doodles really are. A few different objects and creatures were suggested to create the same experience, while making more of a tangible image than just shapes. I was later told that I could even bring the “narrative” back in if I’d like to. So I tried to create a version of people’s expressions.
It first developed as full images that overlay like an old kid’s game I used to play. Then I realised I wanted to give more “expression” to my “discovery”. Making parts of faces that you could mix and match to create new faces.
I could also do backgrounds. Building up an image from different interchangeable parts of a background.
I was encouraged to go to The Mechatronics Lab to make ruffs out of acrylic, the most likely material of my “cards”. They will be transparent, and painted on.
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#ctec503signal - Final Entry - Nate O’Neill - Carriages
Conceptual statement:
(Small note: my personal artefact was exploration, but I know some of my team went in using another artefact. Challenge was one as it is challenging to achieve helping someone without hurting them and the other I forgot. I’m sure someone will bring it up)
Carriages was originally meant to explore one’s regrets, to make one think of what they regret. Of course, that slowly changed to exploring how to help someone with regrets, but I believe the original intention still exists in the fact that one must explore themselves to figure out how to help each individual as they all are different.
The idea of purgatory came into the game early, the idea of a place to realise all you did wrong and to move on from. It was unanimously agreed that whatever we created would be set there. Then the second idea came into being, and now looking back at it, was over the top and stupid to attempt. We wanted to set the game in a subway station where the player had to defuse a bomb and blah blah blah it was a programmer’s nightmare. While I liked and backed up the idea though preferred a less nightmarish version of it, both of our programmers began to dread it. I wanted to ditch the idea early but our leader at the time carried on pushing for it. Luckily one of the teachers gave us (mostly the leader) a thorough explanation on why it was stupid. Funnily enough, the “leader” began showing up less and less. I wouldn’t say it was good though because our co-leader was a perfectionist and pushed for everything to be amazing. I don’t quite know what our co-leader did in terms of making the project.
For what I created:
Scraped from game:
· A 3D bomb model
· A subway station (two in fact, one facing towards the tube, one with the tube in front)
· A concept for a pixel main character
· Multiple models of the carriage of different lengths, textures, insides and exteriors.
Used in game:
· One of the many model carriages I made
· A logo for our group
· The backgrounds
· A poster as well as the model used in it.
· A outside train station
· A fair amount of the dialogue, though some was later edited by Max
Contextual statement:
The game fits in with the artefact of exploration thanks to its dialogue and characters our group talked about for 2 weeks (Thanks Jordon). We were helped by a volunteer from the NZ depression Help line (who didn’t represent them at the time) designing said characters and figuring out how to help them to make it more realistic.
I realise that we are meant to add statistics and quotes here, but even though I was the first to suggest regret I didn’t have any reason than personal reasons behind, with the death of my grandfather I began feeling regrets that I didn’t speak to him more often.
It is common to find someone with regrets. We all have them. From minimal regrets like stealing your friends’ pencil to major things such as killing someone (big jump, I know) we all feel regrets. It is hard for someone to forget what they regret, so they go to people to help. This game is basically “get person to come to terms with their regrets without sending them into a spiralling depression – the game”. In some sense this game is a great guide to dealing with this sort of stuff. Hell, I’ve had to talk some friends out of depression before though I wouldn’t say I’m a professional at it. We all screw up and it proves that all people should be treated differently.
How to solve each character:
Woman: you must convince her to what she did wrong at first then support her.
Teen: you must treat him as he wants to be treated then listen to him exactly while supporting.
Homeless: You must be friendly and keep the conversation between you two and talk about nothing else other than you two.
Surprisingly, most play testers failed the homeless man due to one of the options being that of asking where they are, which pressures the homeless man to be incredibly hostile to the player since he is not the right person to ask. It’s my personal belief that this is due to players being curious to discover where exactly they are, distracting them from the true objective.
Blog list (Ordered in earliest-latest chronological order):
https://aheterosexualmale.tumblr.com/post/178271679703/alright-new-project-new-team-which-actually
An intro to our game, planning stages, made logo, getting group together.
https://aheterosexualmale.tumblr.com/post/178408778343/blog-3d-modeling-games
Early 3D modelling of subway station, pixel art concept, me using references for once in my life, the story becomes complex and dumb
https://aheterosexualmale.tumblr.com/post/178453970693/blog-its-hard-coming-up-with-titles-for-each-of
A small update blog where I show off an update to the subway model and explain the problem with Sketchup in a very unprofessional way.
https://aheterosexualmale.tumblr.com/post/178473141823/blog-a-brand-new-game-thing-now
We start work on a new version of the game, I reluctantly scrap the subway model and begin work on a new carriage model
https://aheterosexualmale.tumblr.com/post/178532915833/blog-subway-model-which-is-pretty-much-finished
I’m told that we may need the subway model again for the intro or outro (we don’t use it though) so that gets finished with the longest update blog yet, this time with lighting.
https://aheterosexualmale.tumblr.com/post/178560230223/blog-weekend-work
I continue working on the new carriage model and complain about Sketchup again. Showcase animation shows dynamic movement for carriage doors which, of course, don’t get used in the final game.
https://aheterosexualmale.tumblr.com/post/178688890013/blog-degrading
The first day I didn’t show up, so I made a blog about what I thought my team did. The deleted video was a in-joke between the team but got removed of YouTube so now it’s lost to time.
https://aheterosexualmale.tumblr.com/post/178880680928/blog-late-update
Joint blog for Studio and integrative design (first half is relevant to studio. Second half was me goofing off). The carriages gets to a point of detail it’s impossible to render it as an animation.
https://aheterosexualmale.tumblr.com/post/179038627553/blog-erm-what-to-put-here
Another joint blog. Second half is the relevant part this time. Began work on outside station.
https://aheterosexualmale.tumblr.com/post/179367374723/blog-the-super-late-update
An update saying, I did nothing that day.
https://aheterosexualmale.tumblr.com/post/179409745308/blog-purposely-short-blog
A late blog (because I forgot Tumblr existed) but shows the progress I’ve made on dialogue system, also complaining about Jordon at being the perfectionist he is. I think it was the day after I ended up snapping at him about the problem he had caused, slowing us down. I think he reluctantly accept I was right. I’m not sure.
https://aheterosexualmale.tumblr.com/post/179439867268/blog-nodes-2
Final blog and update to dialogue system and talking briefly about how the characters will need to be treated differently.
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Week 3 Monday
Today we did several revisions of the cards design, then drew up a mock up and trialed a game with them to see how we should change the ratio of Monster/attack cards. We also started designing the logo and got a feeling for the overall art style of the game.
We all are designing our own cards tonight to show each other tomorrow, We will then compare and combine ideas to hopefully come up with a good design that we all agree on. I feel as a group we really got stuck into designing the cards because our play test went really successfully. We are finally gaining traction and I have a feeling that the end product will be a very enjoyable and fairly polished game. Overall i’m really pleased how the project is moving along, at first we were pretty lost and frustrated about not having a clear vision of what we wanted to do, we went through a few different ideas like Until dawn-style/choose your own adventure card games. But I think that this idea was the most original and realistic one, and am excited to see how to turns out.
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Roles in our group
Jordan Laurino 17982644: Making the second garment, organising and getting our project ethically checked by a counselor, research for the whole project, posters for project, getting the mannequins.
Ephraim Carnate 17976319: Making the first first garment.
Timothy Griffiths 16958461: Making the first garment, getting our project ethically checked by a counselor, Writing, filming and editing the short film, making the website, research for the whole project, Providing equipment for hand-in and showcase.
Ravenne Jariol 17988552: Making the second garment, getting our project ethically checked by a counselor, Programming the arduino, getting the mannequins.
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Ready to Fabricate photo – See Above
Final Artefact photo – See Above
User experience photo – See Above
Academic Description ‘Wing It’ was designed originally because we wanted to create a game out of something we enjoyed doing already, making paper planes. As time went on and our group tried to figure out a way to incorporate this in to a card game, we soon found that the game was highly interactive. So with that in mind we pushed towards making the final project an interactive and competitive game that can help team building, especially if all the players are strangers.
Project Title – ‘Wing It’ is a card game designed to randomise the creation of paper planes competitively. It aims to help build some familiarity and confidence with strangers and their ability to problem solve.
Reflective statement - The outcomes for this project would have to include my group learning the reality of how play testing is a much longer process than we had expected for a game even as simple as ‘Wing It, and also just how centrally important it is to completing a task like this’. Had we had been more efficient with play testing, our game could have become exponentially more complex, because each rule we could have added, gave the game so many little changes that possibilities were basically endless, to add even an extra three rules could have changed the dynamic of the game completely. The process of play testing for us was less than admirable but in hindsight, it helped keep the game simple and easy enough to play so that anyone can get involved. For the future of ‘Wing It’, I would love to see it have some more ‘Joker’ cards added to give the game more moving parts, unfortunately we didn’t allow enough time to play test some of our ideas such as having to fold with one hand or eyes closed etc. Also one of the main things that I learned from designing the physical cards was how much information you can receive from your audience on what the cards should look like, this really helped me and my team decide on a theme and design.
Target Audience - Our card experience is for people in a social situation. It is ideal for teens and is an effective means to break ice in a social situation whether it be with new or old friends
The two main aesthetics of play we chose are discovery and challenge. We chose these as they fit our game as follows; the randomness of the card makes the participants think outside the box hence the challenge of the game, the second is discovery where players will have to try a different style of plane as they might not have the cards to make the one they’re used to.
Twitter friendly tag-line - ‘Wing It!’ The competitive paper plane building card game, find 2 or more willing strangers or friends and compete to see who can make their plane fly the furthest, the fastest. All you need is a4 paper!
Rules of play - In the card game ‘Wing It’ you start by setting up the game with a ‘Wing It’ set of cards, plenty of sheets of a4 paper and as little as 2 people up to as many as you like sitting at a table. Play begins with the Dealer, who is selected at random by the players, upon game completion the dealer becomes the person to their left. Each player is dealt 3 cards, face up, and play starts with the person left of the dealer taking the first turn. Turns consist of spending 1-3 of the cards in your hand. Each card has a particular fold to it and the fold made on your paper must correspond to this. Folds are made once per card, and to unfold a previous fold you must spend another card of the same type. Once you finish your folds for the round, the dealer replenishes your hand back to 3 cards and play continues to the next player. Play continues until one person declares their plane completed at which point the rounds continue for 3 times past the dealer. After all the planes are complete or the last 3 rounds have finished, line up, throw your planes and the longest distance flight wins! The four ‘suits’ in the deck are diagonal folds, horizontal folds, vertical folds and wild folds. Wild folds are whatever you want them to be. In addition to this main play-through, there also some ‘Joker’s, one being a ‘swap plane’ card and the other a ‘start again’ card. The swap card can be used whenever to steal someone’s plane and the start again card is self-explanatory, if you get dealt it, start again Also, paper orientation is key at the beginning, if you have your page landscape or portrait it could determine what a horizontal or vertical fold could be.
This was made as a group with Jared Crowle, Mark Osborne, Harry Cronshaw and Matt Kitson
Youtube Link, https://youtu.be/Q6Ex2YzaGtc
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Faber est suae quisque fortunae
These are some questions asked of me by a student from Auckland University. I’ve also attached my answers.
Why do we start to worry in our late teens compared to when we were younger children?
When you were a child you hadn’t come anywhere close to understanding. You haven’t been exposed to many aspects of life involving responsibility and duty. You may have traveled a lot and met many people, experienced a vast childhood but it may not prepare you for the fact that there are things in life that you have to do. These duties spiral through our heads into worries. However, once you recognize that these worries are there, you don’t have to follow them, you just have to understand what they really are. Appreciate that they are not the be all and end all of you, they are just tools that we use to get things done, because we have too.
What is the biggest worry you have as a young person in New Zealand?
I fear two things. I fear I may not reach my potential in this country of limited opportunities. I also fear that if I leave and chase these opportunities I may in fact loose sight of the simple lifestyle that NZ has to offer. I know that overseas I will be faced with larger populations, which brings with it a large array of problems.
What advice would you give someone so that they worry less?
We live in a meritocracy, where people are encouraged to excel. We are told from a very young age, that we can have everything if we try hard enough. But it’s truly impossible for everyone to have everything. We need to come to terms with the fact that we might fail, that we might not get the accidents and opportunities that others have been given. That’s it’s okay to be sad. It’s okay to be happy. Don’t get caught up in worrying about anything too much.
Being confused and worrying is perfectly normal. There are half a million different career paths now, compared to the pre-industrial worlds mere 2000. We need to be careful not to make the wrong choice but also be careful to not, do nothing and make no choice.
You need to know yourself, try things, experiment with a bounty of different options until you find something you might find meaningful.
Are you afraid that you won’t be able to find the job you want? Why or Why not?
The job that I want. Is to inspire people. So my answer simply is no, that I’m not afraid that I won’t find that job because I’ve already found that job. I now am faced with the task of refining that inspiration, reshaping, developing my skills so that I can reach more people and share wisdom about the world and help people through difficult times in their respective lives. People are in a tricky position really, because a lot of us will get caught up in working at any job, just to pay the impending bills. They haven’t had enough time to find what they really want to do in life, school and university don’t concentrate on what we might find meaningful, but rather makes possible and realizes our certifications for jobs that we may not enjoy.
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youtube
Here is our final movie for block 1
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Today we were exploring the templates we made with plastic paper and tried others animation also the one on the right is the process of our own animation.
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Final Project Log- 7
My work has recently been entirely digital
Due to the finalisation of the storyboard, all our work has currently been less metaphorical discussing and more churning out and developing out game.
@/leifratahibct and @/sigmabct have been handling the programming and animation while @/lightsbct and @/thecreativetechnologist handled the refining of our story and sound design.
Meanwhile my role has been character design and asset creation. While I’ve posted these before, and though there isn’t a lot of pictures, the development of the character design intrigues me, especially considering what we started with.
These designs for example were done during the period where we were still unsure of our setting (sailing on a sea or exploring the forrest) while the following design is what we more or less ended up with (minus the colours which were changed at a later date).
Somehow the most consistent design has been griefer who began as a somewhat joke between my group, his name was representation of how we felt during our initial ideas, as we didn’t know how to move further, and slowly he worked his way into our ideas them self becoming a somewhat major part of the storytelling. Theres also a scrapped concept of an enemy we intended to have the player fight but never ended up implementing.
Grover was intended to be a larger Griefer, maybe an older forrest spirit who had seen the ways of the world. He was cut from our final draft though but the concept art is interesting as it shows how far we’ve come.
We also have our final version of our player sprite. The harsher colours were chosen due to the muted background colours and also to contrast griefer, who emits a blue light. We wanted a somewhat fantasy like element to his design in order to help remove our setting from reality but kept it recognisable enough that he is a child. The choice of eye colour was made to show the contrast between him and griefer, who emits a blue glow. Not only are they complimentary of one another but the use of blue and orange is used to represent the dynamic between the pair, with the strong associations blue has with mature or knowledgable characters (Ravenclaw in the Harry Potter series for instance) and the childlike or energetic association orange portrays (see Hinata Shōyō (Haikyu!!) and Mikoshiba Momotaro (Free!)).
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Aesthetics
Today we came in on our usual day off to add an extra few necessary hours to our project. Now we know what direction we want to go in we are starting to look into the design of the course and the game. I started looking into the course layout and other mini- golf courses that are out there and how we can create one which is simplistic, entertaining but also not a danger to people at the showcase. This eliminated the idea of using a ramp in the course as this could lead to dangerous situations during play testing and the showcase if a player was to hit too hard. I started looking into different obstacles such as tunnels, pipes and bridges etc. We also talked about how we were going to create a scoring system for the game. Instead of the original way of winning by getting the ball into the hole in the fewest amount of putts, we want to encourage trick shots and different ways to gain points. We are going to continue further into designs for our possible course and other existing ones
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Gloom is back
Today was very stressful for everyone in the group. We talked for hours and could not get a full grip on an idea.
we discussed:
-Georgia’s idea of doing a butterfly effect game based off of a card game called Gloom (described in previous post) was talked about a lot but we struggled so much with actually coming up with a narrative and concept. We pondered on combining it with the video game Until Dawn which we all think would be so cool but would be hard to achieve in the little time we have.
-My idea was based off of a ‘Rick and Morty’ scene where Rick takes Morty to “Bitz and Chitz”. Morty plays a game called Roy which basically is game where the human has to live in a simulation which is Roy’s life and they have to live for as long as they can. My idea was also a narration play aesthetic where Roy’s life would be the game, and half of the players are assigned to kill Roy and the other half are trying to keep Roy alive for as long as they can. We began pondering how we could perhaps combine mine and Georgia’s idea but we didn’t get much further with that one either.
We talked to Charles a lot throughout the session who gave really great feed back and suggested we look at games such as Secret Hitler and Monster Seeks Monster. We actually even tried replicating Secret Hitler with our own concepts to try stimulate things however we ended up getting a bit confused.
After everyone left it was just Georgia and I and we decided we were not going to leave until we have thought of a decent idea for these cards. We took another look at the play aesthetics:
Fellowship
Discovery
Expression
Submission
Sensation
Fantasy
Narrative
Challenge
We had a look at the fantasy aesthetic and Georgia then suggested we could do a ‘fantasy version’ of Gloom, but instead of killing off your own family, you kill off your threat, but there would be other creatures trying to keep your threat alive because they might be vital for them, so its a strategic fantasy game.
So for we have got:
Creature cards - Mermaids, Witches, Werewolves, Vampires (each player has three creature cards of their chosen creature)
Death Cards - cards played to try eliminate specific creatures that are harmful to them
Life cards - cards played to keep other creatures alive.
Basically, death cards can be placed in front of a specific creature in a direct row towards the center of the circle, which is the trading circle, when other creatures are trying to kill them off. The life cards can be played to eliminate a single death cards by placing it on top of it. We were think the first creature to reach the trading circle or the “death” circle will be killed off.
Here is some of the doodling from today.
We also talked about how we want it to look and we think a dark, twisted, Tim Burton style would be perfect.
We obviously still have a few finishing touches on how exactly the game would function properly but we are quit liking the idea so far and will present it to our group tomorrow!
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First Brief
Designing a “pack of cards” that encourages “play”. I would interpret play as interaction. Designing and creating a “pack of cards” that encourages the users to interact.
When I think of a card, I originally think of pretty pieces of collectible cardboard, possibly reinforced with plastic. Like Magic the Gathering cards, or YuGiOh, so on and so forth. Or possibly a basic dack of playing cards.
Though for this project we could redefine what materials we can use to make a “card”. A lot of the examples that Ben showed us are made from various different materials. Allowing us to use what we’d like to make our “cards”.
Encouraging interaction may not specifically mean a game. Creating one off cards is a viable option. Or even creating a narrative or story is another option.
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