logo

IK this is lo-res. Imma have to touch this up but this is def my logo concept, works with all my art as a signature and the name of the main character I voice act in my animated film

revised artist statement

Rees Edwards is a multidisciplinary artist based in the Pittsburgh area with a broad and constantly evolving skill set for creative design, which includes animation, video editing, music production, game design, and traditional visual arts. Over the past several years, I have sold many of my works at art festivals and completed multiple commissioned pieces, including large-scale acrylic paintings on canvas. These experiences have helped me develop not only my artistic voice, but also a strong understanding of presentation, storytelling, and connecting with an audience. My passion for animation began early in life. As a child, I spent countless hours creating stop-motion animations, primarily using LEGO and clay, learning through experimentation how movement, timing, and framing could transform a still object into a whole story. That early fascination never faded; instead, it became the foundation for my creative identity. Over time, my interests expanded beyond stop motion photography, later into frame by frame animation and key-framed animation of rigged characters. As well as compositing, and animating over live-action footage. I am especially drawn to animation as a storytelling medium because it allows complete control over tone, pacing, and visual expression. throughout my years of learning, I have continuously learned a wide range of digital tools essential to modern creative production. I have extensive hands on experience with various programs within the Adobe Creative Suite, including Animate, After Effects, Photoshop, and Illustrator. These tools have become integral to my workflow, enabling me to move fluidly between illustration, animation, and compositing. As my current focus has increasingly centered around this love for animation, I have begun furthering my skill set with specialized tools designed specifically for professional animation pipelines. Most notably, I am actively learning Toon Boom Harmony, deepening my understanding of 2D animation workflows, rigging, cut-out animation, and traditional frame-by-frame techniques within a production-grade environment. Overall, I am pushing myself to learn this program so that I can also push my art to be better than my last works, constantly evolving. I hope to eventually have a polished work that can be continuously revisited, such as my workflow with my Animated film Soleil of Earth. You see, all of these skills and influences will be exhibited in the making of Soleil of Earth. This project blends Live action, key-framed animation, frame by frame animation, music, and visual effects into a cohesive experience; one that I am in the works to make more interactive. In the end, my work is driven by curiosity, patience, and a lifelong fascination with movement and storytelling. Whether working with sound, paint, pixels, or motion, I am always seeking new ways to bring ideas to life.

Advergames from Bogost, Ian. Persuasive Games: 

The expressive power of video games

Reading Responses

  1. What advergames have you played? Did they influence a purchase outside of the game?
    • I have played Chex Quest, Chipotle’s The Scarecrow, and Chick-fil-A and their app game. The Chick-fil-A game definitely influenced my purchases outside of the game because I was using the game to earn points, and I would even say the Starbucks holiday Scavenger Hunt game, which I would use to collect more points towards my purchases, so it felt like free money. 
  2. Why do the advergames ”tooth protector” and “escape” work? What makes ” Chase the Chuckwagon” and “Shark Bait” fail?
    • These advergames work because they prioritize procedural rhetoric where the Brand’s message is conveyed and seen throughout the rules and mechanics, whether that be visual or verbally advertised to interact with the product or products, behavior which in turn builds brand awareness. “Tooth Protector” is a good example of the demonstrative mechanics with direct metaphors and active engagements for the user, while “Escape” uses performance features within a car for an optimal outcome for winning the game. Opposing those two games, Shark Bait and Chase the ChuckWagon, fail because of very surface-level branding instead of using mechanics to make an argument. These games rely on logos with no clear consumer understanding, which is why these games are a flop.
  3. What does Volvo’s “drive for life” accomplish?
    • Volvo’s advergame Drive for Life is a great example of a game that achieves brand exposure but fails to create a persuasive argument for the product’s core value: safety. Their incentives are misaligned because Volvo is built on safety and caution, while the game is overall a racing simulator, which poses a huge risk of crashing and negative consequences in the game which is overall.
  4. What company used in-advergame advertising?
    • Toyota used IGA to create its standalone “advergame.” Toyota’s primary example of this because they place branding inside their vehicles, such as popular titles like Super Monkey Ball.
  5. What was one of the first home console advergames, and what beverage was it for?
    • One of the first Home console advergames was seen through the Kool-Aid Man game released in the Atari 2600, which was made to promote the powdered drink, and another prominent example was in 1938 of the Pepsi Invaders for the Atari 2600, but was also reused and designed for Coca-Cola sales. 
  6. What makes “the toilet training” game sophisticated, and do you agree?
    • According to Bogost’s analysis and description of procedural rhetoric, it is considered a sophisticated game because it was beyond the demonstration to simulate a complex social process. The psychological and methodological aspects of parenting are what bring this game to life while also addressing parental anxiety.
  7. What do advergames and anti-advergames have in common, and what principles do they share?
    • Advergames and anti-advergames have procedural rhetoric in common. Their goals are very much opposites, but they both use the rules and mechanics of a game to make a persuasive argument. The principles they share involve behavioral arguments, whether that be Systemic Simulation or Active Persuasion. Both types of games require the player to “do” the logic of the brand. They also share the same structural principles of Procedurality, Interactivity, Validation, and Metaphorical Representation, which both systems use to get their message across.

Persuasive Rewritten Game

Check It Out (Librarian Game)

Game Concept:

  • Never-ending library simulation where you play as a librarian
    • Stamp, scan, and recommend books to visitors

Goals:

  • Teach players the value of literacy and libraries
  • Show the invisible labor of librarians
  • Encourage empathy and thoughtful engagement

Mechanics:

  • Checkouts & Recommendations: Match readers to books
  • Visitor Engagement Meter: Satisfaction impacts outcomes
  • Discovery Points: Reward thoughtful interactions
  • Time vs. Quality Tradeoff: Rushing = less effective service
  • Never-Ending Loop: New visitors, returning books, seasonal events

BTS Workings:

  • Persuasive: shows the impact of literacy and service
  • Empathydriven: players feel responsibility and influence
  • Dynamic: constant challenge keeps players engaged

5 Game Ideas on Serious Topics

Parentified

Game Concept:
Parentified is an interactive narrative game exploring the experience of children forced to grow up too fast in households where adults are emotionally absent or overwhelmed. Players navigate daily crises, manage household responsibilities, and handle the emotional labor of caretaking, experiencing the constant tension between competence and neglect. Based on That Dragon, Cancer (emotionally-driven interactive storytelling).

In Case You Didn’t Know

Game Concept:
In Case You Didn’t Know is a narrative-driven social simulation that immerses players in the emotional labor of constantly justifying their feelings. Players navigate interactions with friends, family, teachers, and bosses, balancing honesty, self-advocacy, and emotional preservation. The game focuses on empathy, fatigue, and the invisible effort of being believed. Based on Undertale (empathy-driven social interactions, consequences without failure).

The Spoon Tax

Game Concept:
The Spoon Tax is an interactive simulation that explores the concept of limited mental bandwidth and the everyday cost of emotional and cognitive labor. Players live a day in the life of someone navigating mental health challenges or chronic fatigue, where even basic tasks, such as showering, texting, eating, and leaving the house, require energy that feels disproportionately high. All the while losing spoons until you realize it’s 10 AM and you have no spoons left. Based on the “Spoon Theory” in disability and mental health communities

You Don’t Look Depressed – 20 Questions Edition

Game Concept:
You Don’t Look Depressed – 20 Questions Edition is an interactive social simulation that explores the invisible struggle of high-functioning mental illness. Players navigate a day in the life of someone whose external life appears perfect: school, work, and social obligations all checked off, while internally every task and interaction drains energy. NPCs “guess” about the player’s well-being through yes/no/neutral questions, mirroring the 20 Questions mechanic, while players balance honesty, energy, and credibility.

Family Group Chat

Game Concept:
Family Group Chat (based on Heads-Up) is a social simulation that explores the emotional tension, passive aggression, and hidden rules of family digital communication. Players navigate a group chat where every message, emoji, reaction, or read receipt can escalate or de-escalate conflict. Silence itself is a strategic choice, and timing is as important as content.

Helpful Article To Share

Hey found this article that I found useful for the class about designing games:

Martin, A. (2021, July 10). Designing games for change. Good Thinking. https://medium.com/good-thinking/designing-games-for-change-110fc443ef8e 

Summary in Bullets:

  • Games are more than entertainment; practice for real life
  • “magic circle” lets players experiment and fail without real-world consequences
  • Games are effective for exploring behavior change, systems, and complex decisions
  • Play is real cognitive work
  • Good games build:
    • collaboration
    • critical thinking
    • confidence
  • Fun is essential; if it’s not engaging, it doesn’t work
  • Example: a game made with teens in Zimbabwe to address women’s health
    • Players were involved through co-creation and playtesting, not top-down teaching
  • Overall, games help people explore who they are and who they could become in a safe space

3 Game Reviews – 1.22 Week 2 Persuasion

The McDonald’s Game

  • Was it fun?
    • Not really. It was more stressful than fun and honestly kind of annoying.
  • What were the player interactions?
    • You’re just clicking around trying to manage the whole McDonald’s system. It felt like Papa’s Freezeria but way more chaotic and way less clear.
  • How long did it take to learn?
    • It took a while to even get a basic idea of what was happening. Even after reading the directions, it still didn’t fully make sense.
  • What was the most frustrating moment or aspect?
    • Not knowing what to buy or when things were gonna happen, like when the cows were getting taken to the barns. The blinking lights and fast pace stressed me out bad.
  • What was your favorite moment or aspect?
    • Honestly, just finally kind of understanding what was going on, and that took way too long.
  • Was there anything you wanted to do that you couldn’t?
    • Yeah, I wanted to actually play with intention instead of just clicking random buttons and hoping for the best.
  • If you had a magic wand to change, add, or remove anything, what would it be?
    • I’d make the corporate objective way clearer, especially for people who don’t already know how these systems work. I’d also simplify the interface and change the aesthetic to appeal more to high schoolers or young adults.
  • Is this a game you would play again?
    • No. Even after the directions, it still didn’t really make sense, and the stress outweighed the fun.
  • Analyze the game using the 3-act structure.
    • Act 1: You load in and are immediately confused by all the moving parts.
    • Act 2: Everything speeds up, the lights start flashing, and you’re just reacting instead of thinking.
    • Act 3: You kinda get the idea, but not enough to feel accomplished — more just relieved it’s over.
  • What are the collaborative and/or competitive aspects of the game?
    • There aren’t really any. You’re just fighting the game itself and the clock.
  • What is the game’s metaphor and which mechanics stand out?
    • The game is basically a metaphor for corporate fast food systems being overwhelming and impersonal. The standout mechanics are multitasking, fast pacing, and constant alerts.
  • Describe the game in 3 sentences or in the form of a haiku.
    • Blinking lights, no clue
      Cows disappear, I panic.
      Capitalism.

Monopoly Game

  • Was it fun?
    • Yeah, it was fun, especially as the white man. But that fun felt weird because it was obvious I was winning off advantages other people didn’t get.
  • What were the player interactions?
    • The interactions made inequality super obvious. Playing against minority and female groups showed how the system mattered way more than effort or skill.
  • How long did it take to learn?
    • It was easy to learn because it’s basically OG Monopoly rules. Since I already knew how to play, I could focus more on what the game was saying instead of how it worked.
  • What was the most frustrating moment or aspect?
    • Watching minority and female players fall behind with no real way to recover. The wealth gaps got big fast, and it felt unfair on purpose but still hard to watch.
  • What was your favorite moment or aspect?
    • Winning. Buying up property and becoming the one percent felt good, even though it also made me aware of how messed up that is.
  • Was there anything you wanted to do that you couldn’t?
    • Yeah. I wanted to actually fix the system or help balance things out, but the game didn’t really let that happen.
  • If you had a magic wand to change, add, or remove anything, what would it be?
    • I’d make the game way more specific to different communities like a Pittsburgh-based board. I’d also add age differences (Boomers vs Gen Z, Gen X, Millennials), tariffs, higher school taxes in certain areas, and more customized chance cards to reflect a real economy.
  • Is this a game you would play again?
    • Yes. Even though it was uncomfortable, it made me think a lot about privilege, inequality, and how systems work.
  • Analyze the game using the 3-act structure.
    • Act 1: Everyone starts with different resources, and the imbalance is clear right away.
    • Act 2: The rich get richer, the gaps grow, and it becomes obvious who’s winning.
    • Act 3: There are clear winners and losers, and it feels like the outcome was decided from the start.
  • What are the collaborative and/or competitive aspects of the game?
    • It’s definitely competitive, but there’s also this shared realization happening. Everyone is watching inequality play out in real time, even while trying to win.
  • What is the game’s metaphor and which mechanics stand out?
    • The game is basically a metaphor for capitalism and systemic inequality. Unequal starting positions, buying property, and collecting rent really show how privilege compounds over time.
  • Describe the game in 3 sentences or in the form of a haiku.
    • All I do is win
      Rules decide who gets ahead.
      Fun, but insightful.

CoolSpot

  • Was it fun?
    • No. This game was definitely not a CoolSpot (pun intended).
  • What were the player interactions?
    • You’re basically just jumping around trying not to die. It felt like a weird mix of Flappy Bird and Mario, but without the fun part of either.
  • How long did it take to learn?
    • It didn’t take long to figure out the controls, but even after that I was still confused. Like, I knew how to play, but not why I was playing.
  • What was the most frustrating moment or aspect?
    • The game moves way too fast and the graphics made me feel sick. Everything felt overwhelming, and half the time I didn’t even know what the objective was for certain rounds.
  • What was your favorite moment or aspect?
    • Honestly… none. No part made me want to keep playing.
  • Was there anything you wanted to do that you couldn’t?
    • Yeah, I wanted to actually understand the goal of the game, but it never really explained that.
  • If you had a magic wand to change, add, or remove anything, what would it be?
    • Realistically, I wouldn’t change anything because this game feels far from saving. But if I had to change something, it would 100% be the graphics.
  • Is this a game you would play again?
    • No. I would rather not play this game ever again. There was zero appeal.
  • Analyze the game using the 3-act structure.
    • Act 1: You start playing and immediately feel confused and overstimulated.
    • Act 2: The game speeds up, everything gets more chaotic, and the frustration builds.
    • Act 3: You stop playing not because you mastered it, but because you’re over it.
  • What are the collaborative and/or competitive aspects of the game?
    • There aren’t any. You’re just competing against the game itself, and even that doesn’t feel rewarding.
  • What is the game’s metaphor and which mechanics stand out?
    • If there is a metaphor, it’s probably sensory overload. The fast pace and intense visuals stand out the most, and not in a good way.
  • Describe the game in 3 sentences or in the form of a haiku.
    • Too fast, too chaotic
      Jumping with no real reason.
      Not cool. At all.

Week 1 Response Questions for Painstation, Townscaper, and Calvinball

Painstation:

It was fun to watch people play this game since I didn’t have to participate in it, but I don’t think it’s a game I would actually want to play myself.

It seems like a pretty easy game to learn and grasp.

The most frustrating aspect seems like it would be getting shocked or burned.

I feel like I would need a strap to hold my hand down on the machine otherwise I would just continuously pick my hand up.

No I don’t think i would play this game.

The game setup is to stand on opposing sides and place your hands on a marked area. You then play a game of Pong against your opponent and any time you miss the ball there is pain administered.

The competitive aspects are to play pong and win against your opponent and hopefully not receive the most amount of pain. Or maybe for some people the competitive aspect is to survive the most amount of pain before bowing out.

The game’s metaphor seems to be to experience the physical pain of losing combined with like a style of pain reinforcement for repeated losing. The clear standout mechanic is the fact that it is putting its players in physical pain while playing.

I thought it was Pong.
But it’s actually pain.
Ouch. Ouch. That’s hurting.

Townscaper:

Yes it was fun, I could play it for hours.

You could interact with colors, the water, and other buildings once you have them.

It doesn’t take that long to learn, the only real mechanic is clicking.

The most frustrating aspect was figuring out how to undo something.

My favorite aspect of the game were the colors and sounds.

I kind of wish that people and more animals would pop up once you build up enough of the city and they would just wander around and make other calming noises.

I would add the people and animals if I had a magic wand.

Yes I would definitely play it again,

I don’t really feel like there is a 3 act structure for this game since there is not real conflict or resolutions for it. And There aren’t any collaborative or competitive aspects for it either. It’s just a calm, chill, time-passing game.

As a metaphor it feels very much like a zen garden or like a limited virtual LEGO set but there is no real deeper metaphor or something that it’s trying to bring awareness too, that I’ve found.

There is nothing here

Oh look! I’ve built a small town.

It’s no good. Start Over.

Calvinball

Calvinball was fun, but very low energy for what I feel like Calvinball is meant to be.

Player interactions included throwing a ball around and making new rules for the game.

It’s easy to learn but since new rules are always being added and the game is always changing, it is a continuous learning process and can be a lot to juggle while trying to keep the rules in mind.

The most frustrating aspect was trying to come up with new rules on the fly when you got the ball. My favorite aspect was hearing other people’s rules.

The nice thing about Calvinball is that if there is something you want to do you can just implement it as a rule or just do it because the only rule of Calvinball is that it can’t be played the same way twice.

Yeah I would play Calvinball again

The setup is to create yourself some rules for the start of Calvinball, the confrontation is the constant reinvention or competing rules and gameplay, and the resolution would be when the game ends through some ridiculous rule, point system, or players lose interest.

I think the collaborative and competitive aspects are essentially the rule making because you have to make rules up as a whole in order to establish the game but you can make a competitive rule that gives you an advantage over other players. If you have more than 2 players you could have collaborative aspects where multiple people team up with the rules they create to form an alliance to win.

I think the game as a metaphor wants to be a commentary on creative freedom and a rejection of traditional, arbitrary, rigid rules for how people want you to live your life.

Differs every time.

How can I make myself win?

Is that a tiger?

Week 2 Game Reflections

The McDonalds Game

I kind of love like a real world involved game scenario where you have multiple different aspects to keep track of in order to succeed, so in theory it is fun in that aspect because I like trying to run a fake successful business, but it’s also just so fast paced and chaotic and I was struggling with some of the game mechanics working well which made the game more frustrating for me.
The motivating factor that gets me to keep playing is kind of the need to make a successful business and try to keep the customers happy, while still engaging and learning about all the unethical practices that these kinds of large corporations engage in.
I feel like the game is pretty good at being persuasive, the little popups that happen that frame why people are unhappy or protesting your business are educational in a satirical way and give you a lot of things to think about the way the world works.

The games metaphor is to draw attention to the unethical and destructive nature of large fast food corporations. The game mechanics that standout to me are the options to like bribe local politicians or advertise to certain groups that are more easily persuadable than others, or the ability to feed or not feed diseased cows to other cows, or customers.


Let’s be ethical!

Oops someone ate a sick cow.

Now my monies gone.

Intergroup Monopoly

It was kind of fun because of the people you play with but since Monopoly is already kind of tedious and contentious game it was a lot less fun than a normal game of monopoly and it makes the game run a lot shorter than normal.

I think there are only really motivating factors for the people who get to play as the middle class white man or the 1% because you have such a bigger advantage over everyone else. It’s not very motivating to play as the female or minority character unless you enter a state of determination to try to beat the odds.

I think it’s pretty persuasive with the message it’s trying to get across. The point of the amended rules is to point out the issues with wealth inequality and how certain groups of people in life have an easier time getting ahead because of certain advantages they are born with or given throughout life.

The game mechanics that standout out are the amended rules for players 2, 3, and 4. having to pay an extra 50% for properties or only being able to buy properties under $100 which is only like 2 spaces on the board. Only being able to move half your roll for a female, or going directly to jail as a minority if you roll higher than a 7 or if you can’t afford to pay another player or the board.

It’s Monopoly

Oh no wait! This is too real.

Now my monies gone.

Week 2 Homework

    • generate 5 new game ideas that explore changing players minds about … (climate change, energy, politics, etc.)

  • Post thoughts on what we played in class

  • what advergames have you played? did they influence a purchase?
  • why do the advergames tooth protector and escape work?
  • What makes chase the chuckwagon and shark bait fail?

  • what does volvo’s drive for life accomplish? 
  • what company used in-advergame advertising 
  • what was one if the first home-console advergames and what beverage was it for? 
  • what makes the toilet training game sophisticated and do you agree?
  • what do advergames and anti-advergames have in common, and what principles do they share?

Reflection questions Monopoly

What made the experience fun or not?

What is the motivating factor to get or keep players playing?

Is the game persuasive, and what is it trying to get you to do outside of the game?

What is the game’s metaphor and which of the game’s mechanics standout?

Describe the game in 3 sentences or in the form of a haiku.

Reflection questions Cool spot

What made the experience fun or not?

What is the motivating factor to get or keep players playing?

Is the game persuasive, and what is it trying to get you to do outside of the game?

What is the game’s metaphor and which of the game’s mechanics standout?

Describe the game in 3 sentences or in the form of a haiku.

Reflection questions Mcdonalds

What made the experience fun or not?

What is the motivating factor to get or keep players playing?

Is the game persuasive, and what is it trying to get you to do outside of the game?

What is the game’s metaphor and which of the game’s mechanics standout?

Describe the game in 3 sentences or in the form of a haiku.