Monday, November 21, 2016
Sunday, October 16, 2016
MEDIEVAL MAZE MELEE Print and Play!
Wednesday, October 12, 2016
PNP CLASSES
Character portraits for my print and play game, the game has three classes to choose from; The mage, the knight, and the berserker all come with their own special abilities.
Monday, October 3, 2016
BOARD GAME MASH UP
Alright check this out, Munchkin Cthulhu and Monopoly Coast Guard edition. What do these games have in common? Absolutely nothing, they aren't even in the same state of common. So you ask, how do you mash those two game together?
Well, it definitely was not easy. Robert Bender and I basically made a gambling game where you have to level up all the way before your opponent and you are able to sabotage their progress.
The rules are very simple, especially since we didnt have to mash the rules of the games together. We ended up using the level up cards from Munchkin as the board for our game and to win you had to level up 6 times.
Each player has 3 betting tokens, 6 challenge tokens and 1 dice.
To win you have to deplete your opponent's betting tokens each round.
A player has to bet a certain amount of tokens that they will roll a higher number than the other player. When the player depletes the other players tokens they can level up, unless the other player uses their challenge points to sabotage the player and halt their progress.
Needless to say it was very challenging to come up with a game with just the game pieces but for a quick mash up we surprisingly had a lot of fun. I learned that you don't need a super illustrated and beautiful game board to make a nice game. Also I learned that you need to balance strategic and random elements well enough that a player has a sense of achievement and not just blind luck.
Wednesday, September 28, 2016
PNP THEME
"Best the maze or become part of it"
For my battle maze game I chose to incorporate a MEDIEVAL THEME which means there will be knights clad in armor, mages with sacred scriptures, and berserkers with their insatiable blood lust.
The maze shall be an ancient battle ground, warriors are summoned by great spirits to do battle to the death to bring honor to their respected lords, clans, or tribes. The spirits grant the champion's clan great riches and powers.
The maze itself is said to be magical and grants the competitors great abilities while they do battle. Having the maze be magical can justify the use of power ups and gaining levels as the player traverses the "power up" stage of the game.
Since the "power up" stage of the board is left up to chance I want the rolls to be considered as the favor of the maze spirits. So action cards could possibly be called "Favor cards" or something around those lines.
I have always been infatuated with the medieval knight archetype, their tales of chivalry and bravery when faced against terrible foes and defending their people and land. Which is the main reason why I'm choosing to do a medieval theme instead of a more exotic futuristic cyber maze or a catacomb death pit.
I think I can make a decent tiling system of old worn stones and vines around the board and have the player pieces be an avatar style icon for the class they choose to play. As far as the special tiles in the "power up" stage, they can be symbols of the "favor cards", which will be a rune type symbols. Which will better associate the maze with ancient power. Just as the teleporting tiles located at various dead ends in the maze will take on a portal type quality to suggest magical forces.
REFERENCES
I want to do a fairly realistic style for the actual board, and have avatar pieces be symbols for the class or a small portrait of the class.
COLOR PALETTE

I want to have a relatively cool color for the majority of the board with complementary accents for special tile pieces and portal tiles.
Thursday, September 15, 2016
Progress In GA
It has just officially been a month since sophomore year started. Progress seems to be happening slowly but now when I look back I've learned quite a bit. Also I've had to use almost all of the skills I learned last year for my first assignments this year.
Used a ton of drawing skills already for my pitches and presentations, recently just analyzed a game trailer to the bone using cinematic language, and I don't think my brain has stopped for more than a couple hours this semester. More on that later since all-nighters might happen again.
The latest assignment is Game Design had us reverse edit an Assassin's Creed trailer and make a beat sheet. The film language might as well be included for psychology majors because all the editing tricks that are used connect to people on intuitive levels. The trailer was only about three minutes long but your brain picks up on all the editing cues, even if only subconsciously. Directors and cinematographers are visual wizards. After watching the trailer at half speed and actually trying to analyze it did I fully realized how meaningful every cut and angle are. I am now grateful that I took Film and Narrative last year, film language is like a Rosetta stone for understanding how techniques make the viewer feel and react to your film or video.
Used a ton of drawing skills already for my pitches and presentations, recently just analyzed a game trailer to the bone using cinematic language, and I don't think my brain has stopped for more than a couple hours this semester. More on that later since all-nighters might happen again.
The latest assignment is Game Design had us reverse edit an Assassin's Creed trailer and make a beat sheet. The film language might as well be included for psychology majors because all the editing tricks that are used connect to people on intuitive levels. The trailer was only about three minutes long but your brain picks up on all the editing cues, even if only subconsciously. Directors and cinematographers are visual wizards. After watching the trailer at half speed and actually trying to analyze it did I fully realized how meaningful every cut and angle are. I am now grateful that I took Film and Narrative last year, film language is like a Rosetta stone for understanding how techniques make the viewer feel and react to your film or video.
Wednesday, September 7, 2016
Favorite Game Trailer
Gear of War 2 Game Trailer
The main reason why I picked this trailer was because I simply loved Gears of War 2 when it came out and GOW is still one of my favorite game trilogies. Plus this game trailer is short and beautiful, the music is wonderful. The song and animation are timed perfectly and sets the mood for the game.
alt link: https://www.youtube.com/watch?v=FL_ZjJgbDmc
PNP/ Board Game Brainstorming
*a game resembling chess but within a maze
(could have power ups in locations in the maze, each tile has a description like in the game of life)\
*pnp version cannot move maze around, on the board game the player can move the maze around how they wish.
*the goal is to capture the other players piece (three pieces each)?
*Roll one 6 sided die to determine the number of tiles you can move
*player can move in any direction except diagonal
*maze will be set up with players on opposite sides of the maze
*the maze will have a section of maze then a small clearing where the players will ultimately meet
*the section of maze before the clearing will have the tiles with action cards and power ups
*after the players go through the power up section they can choose to go anywhere on the maze, during the first pass of the
*power up tiles give the player's tile more health points or more damage, that is up to the player to decide.
*each other tile would have an Action card attribute (if the player lands on the card you draw an action card)
*player can decide to set traps by sacrificing one of their power ups?
*if player lands on a trap they skip their turn so they cannot run away or move at all
*traps will take up two linear tiles on the board and can be placed anywhere
*what if there are different classes the players can choose? each with a special ability (berserker, mage, knight)
*the classes can be powered up to use abilities
*game pieces can be leveled up instead of just having three pieces?
*secrete tunnels in dead ends in the maze that if the player lands on it they can use them, but they have to land on that tile, if player is three tiles away and rolls a four they will have to turn around after hitting the maze wall.
*Three different classes to counter each other so they aren't too over powered. Knights can have shields that protect them against one attack from any other piece. Mages can use a projectile attack from two linear spaces away, Berserker can dodge any attack. All of these abilities must be unlocked by leveling up your piece.
*Special ability can be used once after using it, you can try to land on a replenish tile in the clearing area to regain your special ability. Special abilities take up one entire turn if the player manages to land with in attacking range they can use their special ability.
*Maybe the classes can have two different leveling branches, one attack and one defense. For the knight you can get the shield power up or a horse that allows you to move three additional spaces after your roll.
Mage could cast a magic bubble shield that protects them from any attack. Berserker can jump over walls to get closer to his opponent.
*the players are allowed to attack the opponent when they are in the space directly adjacent to their opponent. ( unless you have a mage piece and the attack special ability ) player MUST land next to opponent to attack, they are allowed to jump over them if fleeing.
* after a players piece takes 4 damage they lose the game. no health refills or potions are allowed in print and play version. For the board game version potions can be crafted by drawing an action card that allows you to gain a potion.
*action cards when drawn can give you a level up( maximum of three level ups), or one extra health point.
* for pnp the level up stage will be much shorter, in the board game it will be much larger and will have tiles that grant you potions or traps that can be used without having to sacrifice a level up card.
*maybe have a tile that automatically gives you your special ability if the player hasn't leveled up to level three by the time they reach the clearing( player must land on the tile for their ability to be usable)
*each level up adds a health point to your piece, pieces start with 1 heath point. max health points of 4 in pnp version.
(could have power ups in locations in the maze, each tile has a description like in the game of life)\
*pnp version cannot move maze around, on the board game the player can move the maze around how they wish.
*the goal is to capture the other players piece (three pieces each)?
*Roll one 6 sided die to determine the number of tiles you can move
*player can move in any direction except diagonal
*maze will be set up with players on opposite sides of the maze
*the maze will have a section of maze then a small clearing where the players will ultimately meet
*the section of maze before the clearing will have the tiles with action cards and power ups
*after the players go through the power up section they can choose to go anywhere on the maze, during the first pass of the
*power up tiles give the player's tile more health points or more damage, that is up to the player to decide.
*each other tile would have an Action card attribute (if the player lands on the card you draw an action card)
*player can decide to set traps by sacrificing one of their power ups?
*if player lands on a trap they skip their turn so they cannot run away or move at all
*traps will take up two linear tiles on the board and can be placed anywhere
*what if there are different classes the players can choose? each with a special ability (berserker, mage, knight)
*the classes can be powered up to use abilities
*game pieces can be leveled up instead of just having three pieces?
*secrete tunnels in dead ends in the maze that if the player lands on it they can use them, but they have to land on that tile, if player is three tiles away and rolls a four they will have to turn around after hitting the maze wall.
*Three different classes to counter each other so they aren't too over powered. Knights can have shields that protect them against one attack from any other piece. Mages can use a projectile attack from two linear spaces away, Berserker can dodge any attack. All of these abilities must be unlocked by leveling up your piece.
*Special ability can be used once after using it, you can try to land on a replenish tile in the clearing area to regain your special ability. Special abilities take up one entire turn if the player manages to land with in attacking range they can use their special ability.
*Maybe the classes can have two different leveling branches, one attack and one defense. For the knight you can get the shield power up or a horse that allows you to move three additional spaces after your roll.
Mage could cast a magic bubble shield that protects them from any attack. Berserker can jump over walls to get closer to his opponent.
*the players are allowed to attack the opponent when they are in the space directly adjacent to their opponent. ( unless you have a mage piece and the attack special ability ) player MUST land next to opponent to attack, they are allowed to jump over them if fleeing.
* after a players piece takes 4 damage they lose the game. no health refills or potions are allowed in print and play version. For the board game version potions can be crafted by drawing an action card that allows you to gain a potion.
*action cards when drawn can give you a level up( maximum of three level ups), or one extra health point.
* for pnp the level up stage will be much shorter, in the board game it will be much larger and will have tiles that grant you potions or traps that can be used without having to sacrifice a level up card.
*maybe have a tile that automatically gives you your special ability if the player hasn't leveled up to level three by the time they reach the clearing( player must land on the tile for their ability to be usable)
*each level up adds a health point to your piece, pieces start with 1 heath point. max health points of 4 in pnp version.
Small sketch of possible game space.
Wednesday, August 31, 2016
10 BY 10
This game is all about placing number tiles to equal exactly 10. The game space consists of the 5x5 game board placed in between two players. The board is divided into 25 squares which consist of 5 blue squares, 4 red squares, and the reminded being white. There is also a container box in which number tiles are face down, as well as the captured lane in front of each player.
The goal of the game is to capture 10 tiles before your opponent does, to capture the tiles you must line up tiles that equal exactly 10 in a vertically, horizontally, or diagonally. Thus making the core mechanic of the game placing tiles in one of the squares.
The objects in the game are seven pieces for each of the numbers , 1 through 4, a container in which face down tiles will be drawn from. The game 5x5 game board that consists of three different tiles. Red and blue tiles have special attributes while the white tiles do not. When a number tile is captured on a red square the player may not collect the number tile and must return that tile to the container. Similarly when a number tile is captured on a blue square the player gets an additional number tile to add to their captured line.
The rules of 10 By 10 are very simple and easy to follow. Each player draws two number tiles from the container at the beginning of the game and then one number tile is placed in the middle blue square of the game board. The players then decide who will go first which ever way they want, from there the players take turns placing tiles down until one player makes a line of tiles equal ten to which then they capture the line of tiles, minus the tile that was just used by the player or a tile on a red square. The game ends when a player captures 10 tiles or when the last tile is drawn from the container and whichever player has the least amount of captured tiles wins.
The operative actions the players can take are placing down a number tile, collecting a tile at the end of each turn from the container, and capturing tiles after they are equal to exactly 10. I found a resultant action when I noticed a line of tiles that were close to equaling 10 but I did not have the correct tile to finish the line; after seeing how many of the tiles were left I chose to place a tile down and make the line equal more than 10 so that my opponent could not capture all the tiles.Over all there are many different stages for the objects to be in, the number tiles can be face down in the container, the number tiles could be in the players hand, tiles can be on the board but not equal to 10, if a tile is on a red or blue tile when captured they will then be subject to those color's attributes. The tiles can be captured and placed in the capture line in front of a player, or they could be returned to the container if captured on a red square. Then finally once a player collects 10 or the container is depleted the game is over. The game board's only stages are being empty at the beginning, then have 1 tiles on it to start the game, and having more tiles placed or removed during game play.
Chance plays a big role in this game as the players are always drawing randomly from the container of face down tiles. Since the player can only hold two tiles in their hand it isn't possible to utilize intense strategy.
This game teaches the player very basic skills like adding small numbers very quickly, some basic strategy to placing tiles down in the hopes that a number tile will be place by the opponent to their benefit. Also it teaches you some probability in the form of trying to identify which tile your opponent has in their hand based on how many of one number tile has been played or captured.
10 BY 10 link:
https://boardgamegeek.com/boardgame/157950/10-10
Sunday, August 28, 2016
PRINT AND PLAY GAME-A-THON
Hello Dolly: Hurry and collect all your sheep and lead them home before your opponent does. Move your sheep (colored pieces) around farmer John to get your color sheep in the corral before your opponent. Moving strategically to enclose the farmer and shut out your opponent.
Allegiance: This game is all about deceit and sabotage, you're objective is to build up allegiance towards a holy temple or a thieves' guild. The faction with the most allegiance cards wins and the by extension the players. The players have to simultaneously try to place enough cards in their faction but keep enough cards in their hand to stay aligned to that faction.
Paiko: The cross breeding of chess and Chinese checkers. Paiko is a slow paced game of strategy and defense. The objective of the game is to place your tiles on different sections of the board; the first player to reach 10 points wins. Strict movement options and a wide range of abilities causes the player to plan attack and defense simultaneously.
Quick Joust: The jousting simulator, you have to battle fate and luck to steady your lance and hit your opponent's shield dead center. I really enjoyed the fast pace and the fact that until the end of the round you and your opponent don't actually attack each other.
All these games far exceeded my expectations of print and play games. They were all different in there structure but some aspect, such as strategy, were found in all of these games. The strategy heavy Paiko was definitely the game that takes longest because you have to play a very defensive version of chess, where pieces can't be deliberately sacrificed. The downfall of the game was that fact that it takes a while for the game to get exciting, since you have to start laying tiles in your home ground where they don't accumulate points. Paiko and Hello Dolly were the only games that did not have a random factor, as in randomly collecting cards or having some aspect of luck in the game mechanics.
Coin Age is also very strategy based but is a very fast paced game. The game wasn't very exciting in my opinion since it is over fairly quickly; also trying to end the game quickly will result in a low point total. The redeeming quality is its portability. Hello Dolly was incredibly easy to set up and learn. Just like the other games this is very strategy based as you're trying to control the farmer token to land in between your sheep tokens to remove 5 of your tokens before your opponent. Hello Dolly also has limited movement mechanics, just as Paiko. The two games that stuck out the most were Quick Joust and Allegiance, both still sharing the strategy aspect with the rest of the games I played. Allegiance is more of a deceitful game and Quick Joust was more of the player against fate. Allegiance had you competing directly with your opponents each round where as Quick Joust has the player try to stabilize their lance to effectively gain points and confrontation between players is very minimal. All of the games were easy to print and play, because some are so unique it took a while to fully understand all of the mechanics but overall there weren't loopholes or unanswered questions in the instructions.
Links to all the games:
http://boardgamegeek.com/filepage/93682/coin-age-print-play Coin Age
http://boardgamegeek.com/boardgame/104164/hello-dolly Hello Dolly
http://boardgamegeek.com/boardgame/119782/paiko Paiko
http://boardgamegeek.com/boardgame/152370/allegiance Allegiance
http://boardgamegeek.com/boardgame/160562/quick-joust/files Quick Joust
Wednesday, August 24, 2016
Game role presentation and interview with Tyler Lariscy.
https://docs.google.com/a/c.ringling.edu/presentation/d/18oVeTlzh8Tou_KkFvEUVZefucpNTRi4p4bOehXu2L88/edit?usp=sharing
https://docs.google.com/a/c.ringling.edu/presentation/d/18oVeTlzh8Tou_KkFvEUVZefucpNTRi4p4bOehXu2L88/edit?usp=sharing
Thorne room assignment from second semester freshman year.
I worked with a Partner, Maria Smigielski, and we had to make a 1:12 scale room that had an obvious scenario. We chose to make a samurai's room that had just been attacked by a ninja clan. Really fun project, learned how to properly scale objects and various way to fabricate realistic details in sculpture.
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