Thursday, November 13, 2014

Raptor Roundup!!!!



 The final physical prototype of the game and some detail shots!








Thursday, October 30, 2014

Raptor Roundup Final Print and Play!

After a butt ton of iteration, play testing, and working, Raptor Roundup is ready for Print and play! :D



Raptor Roundup is a memorization board game for 2-4 players, ages 8 and up! 
You are a Velociraptor trying to get enough food to satisfy your hunger, but the volcano is going to erupt, leaving hazy ashes covering the nesting grounds. It’s up to you to remember where the dinosaur nests are and take the most eggs before your competition does! Players must take their board and memorize it within one minute and place their bets on where the egg nests are. 

Sunday, October 26, 2014

Board Game Detailed Illustration!!

So here's the final version and the steps to get there of the box art for my board game <:
After getting feedback on my exploratory sketches, I ended up combining two into one image, and it turned out to look like this: 

Then I started to line things out, and it turned out that my image size was wrong so I had to fix that too.

and then the final version looks like this:


Wednesday, October 15, 2014

Board Game exit questions

How would you describe the directions? Were they understandable?

1. terrible 2. pretty bad 3. so-so 4. Good 5. excellent


Constructive criticism:
The rules were straight forward and simple, but wording needs improvement. Some sentences were redundant, unneeded, and wordy.

Did you understand how to play?

Yes No

How was the game set up? Was it easy to understand how to do it?

1. terrible 2. pretty bad 3. so-so 4. Good 5. excellent

The way I set up my print and play, the set up was fast and easy, so that was good.

Was the game fun to play?

Yes No
No it was okaaay. The game was super broken and it didn't really have a good end goal, so I'll have to rethink that.  I got the suggestion to make it a collection game instead of a race game, and I think I like that better.


Is the game fair?

Yes No
Players don't really get an advantage no matter where they start or which path they choose, It's more reliant on memorization. They said that the minute time to look at the board is a good amount, and I should keep it the same.

Were you ever bored?

Yes No
Again, the game went by very quickly so I'll have to adjust the board size and how challenging it is.

Were you ever confused?

Yes No

Constructive criticism

Frustrated?

Yes No 

Constructive criticism:

Are there any bugs?

Yes No

The game went too fast and there wasn't enough incentive to really play the game, it was just to end it.

Was the gameplay too long?

Yes No

Tooo short.

What part(s) of the game are the least fun?
-There wasn't much motivation
-Too fast

What part(s) of the game are the most fun?
-Memorization aspect was interesting
-fun to see other people land on trap cards

Was the game mostly chance or mostly skill? How can it be changed to be more
skill based?
I think right now it's mostly chance? But that might be because since people don't really have an end goal besides getting to the end, they don't try to memorize where the traps are.

Any other comments to help me improve my game?
Fix up the rules, rethink the board and objectives.

Sunday, October 5, 2014

Thinking about concepts, themes, and color schemes

After talking about what I had brainstormed for the board game assignment, I've been thinking about everything that was suggested and also what I like in games. I thought a lot about what was effective when I tried playing other people's board games and even board games that are official and are on the market.

What I hope to make is to make players pay attention and memorize paths to advance, collect and sabotage other players as the game goes on. I hope to play with the idea of memorization and what things people prioritize in remembering. i/e: Do people tend to try and remember where traps or treasure chests? Do they memorize the path that looks the shortest or the one that has the most stuff?

The theme of the game I want to use is dinosaurs escaping a meteor. There could be traps such as tar traps, other dinosaurs trying to eat you, etc.

The concept I'd like to explore is," Is motivation fueled by fear or the idea of what they can gain?"
The concept statement I have for this game is," Tread Carefully and don't lose your way."

For some culture and settings I've been thinking about some kind of treasure hunter, maybe even bounty hunter themed? I was also thinking about the idea of dinosaurs because dinosaurs are pretty cool.

The art style i want to go for is more of a cutesy art style, not a very serious hardcore style. I feel like this kind of style would be much more effective because the game itself isn't going to be a very intense game.
some inspiration for this is games like:


Color schemes I was thinking about is a softer palette





Saturday, October 4, 2014

Tabletop game mash up!

For game design class we had to take two board games and mash them together to make a new game. The two games we picked were Star Wars and Titanic. Two movie games, so why not right?
Basically, what we ended up with was this:

Basic Rules:
  • A 2-4 player game.
  • The green, red, blue and yellow players start in their corresponding room colors in the back of the ship.
  • The Stormtrooper starts in the brown room in the middle of the ship. 
  • At the start of the game player who uses the Stormtrooper has to place 6 bombs. The first 3 are placed randomly around the ship.
  • In order to use the other 3 bombs, the Stormtrooper needs to land on the spaces with small faces on them. The bomb can only be placed on those spaces and can not be moved.
  • The goal of the other players is to disarm the bombs. 
  • The catch is that they must always have R2-D2 with them at all times. 
  • The other players can not kill the Stormtrooper.
  • The Stormtrooper can shoot at any time, his shot range is only 3 spaces and he can not shoot around corners.
  • If R2 is hit once, he is taken to the infirmary, the player must go pick him up to take out the bombs.
  • The cloaked characters take 4 hits until they die. The Death Star dials are your health meter, only go up to four though.
  • If R2 and the cloaked characters are on the same spot and the Stormstrooper hits them, the cloaked man takes a hit and not R2
  • When in combat both playera roll a die, who ever has the higher number wins the fight, if the players get a higher number than the Stromtrooper, he misses his shot, giving the player a chance to escape on their next turn.
  • If the Stormtrooper rolls a Trooper head, he automatically wins the and the players will take damage or die if R2 is hit.
  • If the die is rolled and you get a Trooper head, then nothing happens and you can re-roll, unless you come into combat.
  • R2 just has to go through a bomb to disarm it, he does not need to land on the space. 
  • If one of the bombs go off, that is okay, but if they all end up going off, the player using the Stormtrooper wins.
  • The bombs are on a timer which is indicated by the purple Death Star dial, it moves down one notch after everyone moves. Only one bomb can go off at once.
  • The players must move R2 and the cloaked man separately, but they can move both in one roll.
  • Example: If you roll a 6, you can move the cloaked man 3 spaces and R2 the other 3 spaces

Thursday, October 2, 2014

Board Game Brainstorming!



  1. Kaiju battle kinda thing
    1. Basically fighting game between players, then capture some points. 
  2. Game like Werewolf but tabletop
    1. In werewolf where players craw a random card to figure out one person who's the wolf, someone who's the priest, and then they have to find out who the wolf is while the wolf is killing people. But this needs a lot of people, so I don't know.
  3. Adventure game of some sort
    1. Basic race to the finish kind go board game. Maybe space themed, because that's pretty cool. 
  4. Maybe a knight and princess themed board game?? 
    1. Go slay the dragon and rescue the princess before the other players do and there'll be obstacles in the way? Maybe not knight and princesses, maybe just a big dumb nerd trying to give a love letter to the hot girl.
  5. Game about Adaption or something like that
    1. players get a random role assigned via cards or dice roll or something, then they have to capture points and destroy the enemy.
  6. War game about Aliens going extinct
    1. Basically how it'll go is 2-4 people have to build up armies with little pieces and then they can fight. But I need to learn how war games work first.
  7. Maybe not Kaiju king of the hill, maybe aliens too
    1. Works the same way, but implement some sort of system where you have to get to the top of the hill first
  8. Memory tile kind of game
    1.  Mix of adventure, and so players see the full map at beginning of game then gets covered after and yeah
  9. Monkeys on a vine
    1. Trying to build vines to get from point A to point B 
  10. Bees pollinating flowers 
    1. Kind of like a control the most of the board kind of game
  11. Robin hood kind of thingy 
    1. Players get a certain amount of tokens or points then they have to take and give it to other players and whoever has the least amount at the end wins.
  12. Some kind of Game where players can't go over the same tiles as each other
    1. Players are trying to advance towards one point, but can't take the same paths. Allowed to back track and go around though.
  13. Bets 
    1. At the beginning of the game players bet a certain amount of tokens into the pot and as the game goes on they try to make whoever they bet for win, and game play tries to balance it out as well as possible 
  14. Team Swap
    1. Players start out in a team, but through cards and conquering other players teams can be rebuilt before everyone reaches the end. If you don't have a player that was on your team at the beginning of the game then that's points off. 
  15. Diseases!
    1. You're at a school and you're a kid trying not to get sick. Players get health points and can only take certain amount of hits before dying
  16. Sabotage and patterns
    1. Players are trying to set up a certain pattern given to them at the beginning of the game, but as the game progresses as each player tries to build their pattern others are trying to build theirs so it's just a mess
  17. Assassin type game
    1. Players are given a target and have to kill the other player 
  18. Spooky dead ghosts things!!
    1. You're a spooky ghost trying to cross over to the next life! But the skeletons are going to stop you so avoid the skeletons and get to the other side.
  19. Memory game
    1. Dice are rolled to determine what roles out of a list are in play for that game ( dumb things like whenever someone gets double dice they have to slap the table) as they proceed through the map.
  20. Game mechanic like Mario Party where winner is determined by number of stars a person has, but at the end there's super BS stars like worst player star.
Top 3: 
  • Robin hood kind of thingy 
    • Players get a certain amount of tokens or points then they have to take and give it to other players and whoever has the least amount at the end wins.
      • I like this one because it seems like a fun game to play with friends, and it's basically you trying to sabotage other players. That's always pretty fun. 

  • Game like Werewolf but tabletop
    • In werewolf where players craw a random card to figure out one person who's the wolf, someone who's the priest, and then they have to find out who the wolf is while the wolf is killing people. But this needs a lot of people, so I don't know
  • Memory game
    • PLayers see the full game board before the game starts, then becomes covered and Players are responsible for knowing not to step on trap cards and landing on good spaces and stuff.

Monday, September 29, 2014

The Worst Game Ever deconstruction



Basic Game Rules-
The Worst Game Ever is a turn-based card game, with turns going around the players in a circle until the game is over. Turns start with the player doing their ‘Ante Up’, where they put a token into the center pot, aka ‘kitty’. Then they draw a card, and ‘attack’ other players. Attacking goes in two phases, where the attacking player chooses a player to attack and how many tokens they want. Then, they roll their die, and if the roll is higher than the declared number, the attacker gains the declared amount of tokens.
Also, players draw a card each round and have a hand of 5 at the start. Cards can be played at any time that they apply, (unless stated otherwise.) Some cards, marked ‘Stays in Play’ sits in front of you on the table once played, and remain in play (affecting the gameplay) until something else cancels it.


Goal of the game - Keeley Tober
The goal of the game is to have the most tokens left when any one player is eliminated, also to screw over anyone and everyone you are playing with. If there is a tie the first player to shout “Worst Game Ever!” wins, any player can do this. It only takes one player to lose all of his token for the game to be over, so depending on how people gang up on each other the game can move quickly or go on for a while.


Core Mechanic - Adrian Hutson
The game is driven by turn-based play as this happens most frequently. In a turn players are to ante up one token, draw a card, and attack another player for that person’s tokens with a die roll. The rules of this mechanic may change throughout the game as defined by cards other players may play at any time.


Space of the game - Adrian Hutson
This game takes place mostly in a continuous 2 dimensional space but tends to dip into a zero dimensional space as well. As cards are played they have an affect on other elements of the game in it’s 2 dimensional space. Use of many of these cards depend on taking the game to a more zero dimensional space where continuing play of the game involves the space of the players’ minds and behavior.


Objects, Attributes, States - Melvin Rice
In the game, there are 5 objects active in the space each with their own attributes and states.
  1. The cards
    1. The most versatile object(s) of the game. The cards are what are picked up and played by the player at any time during the game. The cards have one attribute, its current state of play, and that attribute has a multitude of states: Being in the deck, having been discarded being, in a players hand, being in play, remaining in play revealed, and remaining in play hidden. The possible states for each card varies as some allow certain forms of play and some do not.
  2. the dice
    1. The simplest object in the game. The dice is used to attack players and be rolled for various other reasons dictated by the cards in play. It has one attribute, its number, with a state of 1-6.
  3. the tokens
    1. The most important object(s) of the game. These are the main objective of the game, as running out of them means you’re eliminated and having the most of them usually results in your victory. These have one attribute, its location, with 4 states:  a player’s pot, a player’s card, the kitty, or out of the game.
  4. the player’s pot
    1. A more unknown/unnoticed object but still an important one. This is where the tokens gained by the player go. It has one attribute, its current number, with a state of 0 (which means the player is out from the game) or higher (up to the 1+14 x the number of players in the game, as each player is given 15 tokens to start, and the game ends when one player runs out.)
  5. the kitty
    1. Another basic object. The kitty is where the player must give one (sometimes more) token(s) to before starting their turn. It has one attribute, its number of tokens with a state of 0 to 1+14 x the number of players in the game.


Operative Actions - Teddy Mundy
In the game, there are only 4 Operative Actions that dominate the game.
  1. Paying a Token to the ‘Kitty’, aka the center pot.
  2. Drawing a Card
  3. ‘Attacking’ other players
  4. Using Cards
The first two actions are default actions that the player must take, while the second two really define the shape of the game. All of the tactics that you can do in the game stem from these, which lead in to our...


Resultant Actions - Teddy Mundy
There are a lot of different specific resultant actions, but they can be boiled down to:
  1. Attacking players to gain tokens for yourself
  2. Attacking players to hinder their token amount
  3. Using cards to gain more tokens for yourself
  4. Using cards to hinder others’ token amount
Now, like I said, there are a lot more sub-resultant actions here. For example, when attacking players, you can declare a low number to make more sure you succeed, or you can bet a higher number for a chance at getting more tokens from the enemy, but with a lower chance of success.
Another example can be when attacking players, or playing cards which work against them, is what player you are choosing to work against. Sometimes, it can be a player with less tokens, working to eliminate them quickly and end the game while you are ahead, or attacking a player with more tokens, to bring them down and yourself up.


Any notes about rules you notice - Catherine
The written rules cover basic mechanics of the game. It lists the contents, how to set up the game, sequence of play, terms and meanings on the cards, and the objective of the game.


Operational Rules:
The deck of cards is shuffled, and each player is dealt 5 cards. The player also receives 15 tokens, which is equivalent to money and points. On turn, a player is allowed to pick someone and “attack” them for their tokens. They call out a number, and if the die roll is higher than the declared number they get that number of tokens. Any player is allowed to play the cards in their hand if the rules on the card allow it.  Whenever a player loses all their tokens, the game is over. The winner is decided with whoever has the most tokens, unless stated otherwise.


Behavioral Rules:
Behavioral rules are implied and often times played with. Rules on the cards tend to play with how people act socially, and often times cards punish those who aren’t paying attention to what’s happening in the game.


Advisory Rules:
Through playing the game, I advise players to pay attention to what cards are being played, how many tokens a player has, and how alliances can be formed.
Another advisory rule is to read the cards in your hand carefully and play them as soon as an opportunity arises. The game moves fairly quickly, so playing them strategically and quickly gives a player a definite advantage.



Skills players learn - Catherine
Players will learn a lot of strategy through playing the game. i.e: When it’s better to use certain cards over another, when one can play a card to overrule another, etc.


Physical:
  • There is little physical skill required to play this game, but reaction time will benefit a player.
Mental:
  • Players gain observation and strategy skills as the game goes on, because they have to pay attention to all cards that are being played onto the field.


Social:
  • Players gain social skills by reading their opponents, whether it is their turn or not, and often aim to form alliances between themselves so that both parties will gain an advantage.


The role of chance in the game-Keeley
The game is about 70% chance and 30% skill. Rolling the die and drawing cards from the deck makes the game very chance oriented. There are several different types of cards and very few of them are repeated making it unlikely that you will get the same card twice in one game. When rolling the die you have to roll a number higher than the number of tokens you are trying to take from another player. Mental skills and social skills are used to try and win the game. Mental skills are used to observe other players and their tokens and to try and remember all the cards that are in play at the same time. Social skills are used to coordinate with other players to gang up on specific player(s) to win the game. Although the game does not require a ton of skill to play chance makes the game fun by providing uncertainty and the surprises that come along with the uncertainty.



Wednesday, September 24, 2014

Print&Play analysis~

So I played some print and play games with Teddy, Tim, Melvin and Keeley. First off, print and play games are a PAIN to cut up. Jesus. When they don't put the little white space between pieces, it's just too much. It's so annoying. Besides that, I noticed that the more pieces you have for a print and play the less likely I am to want to play it, unless it looks aesthetically good.

The first game we all played was called Hydras, and the instructions were multiple pages long. They did, however, include pictures to help illustrate what they were saying. I feel that the pictures definitely helped in getting a full understanding of how to play the game and it's rules. The art was ok. It was black and white, but pieces were simple and were just tiles.

So yeah that's basically what the game looked like.

And this is what it looked like while the game was being played. The only issue we ran into was that at some points, our Hydras would get into each other's areas. 

The second game we played was called Neolithic Ops. The game was super cute. The art was so nice, and the overall design was fantastic. When we were setting up, we saw that the rules had only one page. Sounding extremely promising, we were all really hyped to play this game. But eventually, we found out that it was just really confusing and we couldn't identify what pieces were what, how the combat system worked,  and it was really confusing.
so this is how neolithic ops looks like. Hexagonal tiles, man. 


Links to games we played: 


Sunday, September 7, 2014


I first head of the upcoming indie game ' Below' because it's developed by Capybara Games, and I played their other game, Sword&Sorcery. I love the minimalist, pixel style they go for in their games. Below is going to be an Xbox One and PC exclusive, and it's classified as a top down action adventure RPG.
The developers say that the game is going to be rogue-like, where you'll die frequently. Death is permanent, and you'll have to start the cave over from the beginning each time you die. I'm guessing that this game will require some skill and a lot of patience.

Wednesday, August 27, 2014

This was my drawing final from last year. I've never worked or learned about perspective prior to this class, so I learned a lot! In this piece specifically I tried out three point perspective as well as basic lighting and foreground.
This was an invented interior for drawing two. I struggled with interior perspective, but through this piece I learned different coloring techniques and experimented with lighting and shadows.

This was my final for 2D drawing, and the point of it was to create an abstract composition out of an abstract design that we made during the semester. I learned about balance, values, and experimented with digital painting.

Saturday, August 23, 2014


I played this game two years ago, and haven't watched the actual official trailer until today. I feel like this trailer does an excellent job at immersing a player into the universe of Bastion. The narrator is a character present throughout the whole game, and his low, mysterious voice and intense music sets a serious tone that hooks the player  into it. The gameplay they choose to show gives the player glimpses of the different monsters and weapons that is seen in the game.
So I think what made this trailer so successful is how fast the tone was set, the amazing consistent art style, excellent choice of highlighted gameplay and awesome closing with their logo.