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Monday, November 23, 2015

WIP Screen Shots



Here are some updated screen shots of my level. The lighting and set dressing has been updated since the last post.

Friday, November 20, 2015

First Lighting Pass on my level.




Here's some WIP this is the very first pass of lighting to establish a time of day and basic color palette. There's some light set dressing but there's still a long ways to go regarding that.

Sunday, October 18, 2015

Print and Play for Espionage


After many rounds of play testing the print and play version of my game espionage is available for download. It's still a Work in progress as far was final art and final rules for the constructed version. But i'd say this is roughly 90% final. Any tweaks made from here on out will be very minor.
Here's the link to download all the necessary files. The only extra supplies you'll need is a D4 sided die. Click here to download my game!

Saturday, October 10, 2015

Play Test Round 3

For this third round of play testing I made significant changes. I made the map slightly larger and changed to a square format. The square tiles helped players move around, and the newer narrow map helped keep players together. For next play test i need to adjust the damage and healing balance. currently there's too much damage however the new health system works really well. I'm also going to adjust the goals so there's only two either medic or assassin but you can have multiple of each role in a game. I want to encourage players to communicate with each other in a way of trying to mislead each other.

Tuesday, October 6, 2015

Play Test Round 2

In class we did another play test round. It went well and damage was being taken more often however players were getting healed so often by the treasure so that's something to  fix as well. The map still needs adjustments. One of my teachers suggested re theming them game to a political / spy kind of theme. This is an excellent suggestion because it opens up more opportunities and fits the hidden goal a bit more.

Board Game Play Test Round 1

Last Saturday our class was required to go to a play test session and have upperclassmen play test our games. Overall it went pretty solidly, i got lots of good feedback and my game was playable from start to finish. Some of the pieces of feedback i got were make damage more impactful and reduce the overall healing of the game. To fix this i reduced the amount of healing tiles and lowered the amount they heal for while increasing the amount of damage the damage tiles do. Another piece of feed back i got was to make more ways for players to trap each other. To do this i re arranged the map a bit and added more closed passage ways.

Sunday, October 4, 2015

Game Design Work Shop


For class we were tasked with taking multiple games and creating an entirely new game out of them. The three games we had were Risk, SmallWorld and Swish.  We managed to create something really interesting out of it and i plan on possibly fleshing it out a lot more into something that could be print and played.


 Here's a summation of the rules for the game.


Players draw cards and take turns laying them down in a grid. These cards act as territory and the play field for the players. Each player starts with a fortress on opposite sides of the map. At the beginning of every turn a level 1 unit is spawned on the fortress. Units can move two spaces in your territory and one space in enemy territory. The goal of the game is to conquer the enemy's fortress.


If you have 3 units on adjacent territory of your control then you can sacrifice them for one level 2 fortress. When enemy units are on bordering territory they can fight to claim it. During combat the attacker must roll a 3 or higher to kill a level 1 unit and a 4 or higher to kill a level 2 unit. Another way to take territory is to walk onto a grid space unoccupied by the enemy. In order to take the enemy’s fortress you must defeat any units in the fortress and then roll a 5.



Wednesday, September 30, 2015

Theme for Spelunkers

Theme: Exploration into an unknown cave.
Tag Line: Be careful where you step.

Example Art Styles:


 

Monday, September 28, 2015

Game Design Brain Storm Ideas

1.     Bomb Tiles
a.     Players move around and place bomb tiles which then explode based off of bomb power.
2.     Spelunkers
a.     Players play tiles face down and move on to them, when landed on you reveal the tile which has effects such as go back two spaces, take damage, or move ahead spaces.

3.     Espionage
a.     Like spelunkers but every character has a secret goal that they want to accomplish.
4.     Wild West
a.     Tile Laying game where the goal is to create a straight path to another player to shoot them, can have possible pick up items that are gathered when shot.
5.     Magi Shot
a.     Tile laying game where the goal is to create a path to another player and hit them with the correct spell combo, different paths do different damage.
6.     Magi Combo
a.     Play the right combination of three cards to deal damage to a player, like rock paper scissors but more in depth with combinations.
                                               i.     You can only use X cards in a row during a round
7.     
Crazed Scientist
a.     Players place cards down to create a combination of elements which only they want, when you get a combination you earn points or can cash it in for a bonus effect.
                                               i.     Game has a stop card in it which will dilute a combination in process.

8.     Missed Signals
a.     Players get tiles they keep face down but can look at.
b.     They try to match tiles with another player but if someone calls what tile they matched it doesn’t count.
c.      Each player has certain goals.
9.     Taco Craft
a.     The goal is to eat as much without going over and you eat cards blindly, unless you eat a certain combination of cards to gain abilities.
10. Crime
a.     Players take on heists which are drawn from a shared deck, they then fill in die rolls and get paid a certain amount of money per die in the heist, you lose if you get busted which can happen on certain die rolls.
11. Slap Shot
a.     Players have team tiles and shot strength tiles.
                                               i.     If a player plays a strong shot strength tile then they score and the goal is to not score against your own team, the team with the highest score wins. You keep track of who you scored on during the game.
12. Ship Captains
a.     Players occupy roles on a ship as it moves through a hazardous map, and they then complete die rolls to save them but they can get bonuses if they are in a certain spot.
13.  Knight Bash
a.     a rock paper scissors type fighter that has stamina and item cards.
                                               i.     As players get hit in certain zones they lose the ability to use cards.

14.  

Sunday, September 27, 2015

Game Deconstruction: Sushi Go!


Goal of the Game: The goal for Sushi Go! is to have the most points at the end of all three rounds.

Core Mechanic: Players play cards from their hands face down and then reveal what card they played. After revealing their cards they pass their hand to the player on their left.

Space: The role of space in the game is fairly limited it's just the draw pile, the discard pile and each characters scoring area as well as their active play card.

Objects, Attributes and States: The objects in the game are the 108 cards. The attributes of the cards are their point values and different scoring behaviors. The game has a few states to it, there's playing a card, revealing a card, passing the hands and scoring them. Then each card has a state where it's either going to give you points,give you nothing. or detract from your score. The nigiri cards have a unique state of being on top of a wasabi where their score is then tripled.

ACTIONS:
Operative Actions: The operative action for this game is choosing which card to play for yourself and add to your scoring tray.

Resultant Actions: Resultant Actions of it turns could be losing points if you have the least pudding's at the end of a turn, or another resultant action could be replacing your card and getting


RULES:

Behavioral Rules: The game itself doesn't have any behavioral rules, but focusing on messing up your opponents will result in you making sub optimal moves. While there are no penalties for cheating specifically written it's assumed that you won't cheat because of sportsmanship.

Advisory Rules: It's good to keep your strategy for the round flexible, don't stay stuck on a plan if someone is focused on disrupting that plan.

SKILLS:
Skills Players Learn: They learn to keep track of the cards as the hands pass from one player to another and they're forced to view all the hands as a collected pool instead of individual ones. Another valuable skill the players learn is knowing when to play a card that will get you ahead and when to play a card that will put an opponent behind.




Wednesday, September 23, 2015

Print and Play Impressions


For Game Design Class we played a variety of Print and Play games found online.
MicroPul.
  MicroPul is a tile laying game with a minimalist aesthetic. The goal itself is pretty simple claim groups of circles called Micropuls to gain victory points which are tallied at the end. What i liked about the game was how every move counted till the end of the game. Even if you had a huge group that seemed game ending, your opponent could still neutralize it. What i didn't like about the game so much was how limiting each turn was, when i played the game there was a series of turns where no one was playing tiles but just taking tiles from their stock pile. Those series of turns slowed down the game a lot and caused it to drag on a bit.

MicroPul Single Player:
Micropul has a single player mode i also played. When played by yourself it feels a bit like solitaire where you're constantly trying to figure out the optimal move. What's nice about the single player mode is that you have total control over the tile lay out so it doesn't feel as slow as the multiplayer version did. There was almost this calming effect from playing it single player because of how relaxed it is and the minimalist aesthetic.

Cards Against Humanity: 
 It's a very popular game but we found a print and play version of it. The game is rather simple and depending upon who you play with determines if it's fun or not. With close friends who don't just choose the raunchiest combination it's a lot of fun and you really have to know the judge. However with groups that just always pick the dirtiest card combo it becomes rather boring.




Thursday, August 27, 2015

Game Design Trailer Home Work

For this assignment we were asked to link to a game trailer we find cool. I think the Dead Island is one of the best and worst game trailers of all time. It's the worst in the sense that it does an absolutely terrible job of representing the tone and mechanics of the game. However i think it's brilliant in terms of getting an emotional response from the viewer. The way it cuts from time moving forward and time moving backwards in a way that doesn't tell the whole story lets the viewer solve the mystery.

Wednesday, August 26, 2015

Disco Cop Concept


This is a concept i'm working on for a potential personal project. It's a Disco inspired world that revolves around this cop and his partner. It was done using Adobe Illustrator

Wednesday, August 19, 2015

Thorne Room


This was done for 3D Design for Game Art my freshman year. It's a 1 inch scale model of a 1950's advertising office that was trashed by an drunk employee who was recently fired. Everything excluding the lamp, gin bottle and type writer was made by me.