- CA Scavenger Hunt: This game takes place across the freshman dorms, with each residence hall competing as a team. The objective is: be the first dorm to take a selfie with every CA from the freshman buildings. By working together, residents not only bond with their teammates but also get to know their CAs and connect with other students across campus. There could also be a prize involved for the building that wins.
- Cafe Race: In this tame based game, players start outside Nicholson and race to build the best meal possible. Each food item has a point value based on effort and wait time. For example, a custom sandwich from the deli line is worth more points than a quick slice of pizza. The challenge is balancing speed with strategy: players must decide whether to grab fast, low-value items or risk waiting longer for higher-value choices. The winner is the player who assembles the highest-scoring meal in the shortest amount of time.
- Capture the Coffee Cup: This campus twist on Capture the Flag replaces the flag with a coffee cup. Two teams are against each other, both representing a campus coffee shop: Saxby’s or Romo’s/Starbucks. The objective is to infiltrate the opposing team’s territory, steal their coffee cup, and bring it back safely to your side. Just like the classic game, teamwork, strategy, and speed are key to victory.
- Romo Hunt: Inspired by Pokémon Go, this mobile game would send students across campus in search of digital Romos. Using a campus specific app, players walk around to discover and collect Romos that appear at different locations. The more Romos a student finds, the more points they earn. To keep the game dynamic, Romos would respawn and move every few minutes or hours, encouraging students to stay active and explore new areas of campus.
- Foot-Volley: Played on the campus sand volleyball courts, this game combines soccer with volleyball. Students form small teams of 4–5 players to keep the game fast and engaging. Players aren’t allowed to use their hands or arms. Instead, they must rely on their feet, legs, chest, and head to pass, set, and spike the ball over the net.
Sushi Go! Analysis
Was it fun? Meh
What were the player interactions?
There wasn’t much player interaction, the only interaction was the passing of the card hands. Besides that you could affect other players but yourself, so there wasn’t much competitiveness or excitement.
How long did it take to learn?
Not too long, we only were confused about the different sushi combinations, but once we were familiar enough it was easy to play.
What was the most frustrating moment or aspect of what you just played?
I honestly wasn’t frustrated at all but if I had to choose something it would be only being able to play one card at a time besides using the chopshick cards. This game was simple enough where it is hard to choose something to be frustrated about.
What was your favorite moment or aspect of what you just played?
My favorite aspect was the point system and the visuals of the game. I like games where you have to get the highest score and keep track of points over time. As for visuals the cards and sushi characters were adorable and colorful, it was very appealing to look at.
Was there anything you wanted to do that you couldn’t?
Not really, but again I would want to play more than one card when I couldn’t.
If you had a magic wand to wave, and you could change, add, or remove anything
from the experience, what would it be?
I don’t know exactly what could be added without changing the whole game, but if I had a magic wand I would add better player interaction or card stealing aspects. I would do this to add some competitiveness between the players besides only the points being used as the competitive aspect.
Is this a game you would play again? Yes _____ No ______ Why
I probably would play again, but it wouldn’t be my first choice because I have a very competitive personality and this game wasn’t very competitive, but I enjoyed the simplicity of it.
Analyze the game using the 3 act structure.
Setup: The set up of the game starts with a specific amount of cards each player has, and getting a feel for what combos and cards to first put down to start the game. There are no set characters, but the sushi characters are the points so the players begin to think of their next moves. The setup creates the foundation as players begin to think of what they might collect and how others might play.
Confrontation / Rising Action: The rising action of the game is when players draft and pass cards, balancing point gains with strategy. Collecting sushi sets, timing pudding (dessert) cards to prepare themselves for the end of the game. The rising action is driven by both opportunity and risk with every hand when the players are still creating their meals strategically.
Resolution / Climax: At the end of the final round, all points are tallied (including the dessert cards that can swing the outcome). The climax arrives when it’s revealed who built the “best sushi meal” (highest score). This resolution provides closure, with all earlier decisions leading to who used their hands wisely, who took risks, and who ultimately won.
Munchkin Gloom Analysis
Was it fun? Yes!
What were the player interactions? Player interactions were similar to fluxx where you can affect other players hands, characters, and plays. It gives a sense of competitiveness because you start to target people by stopping their characters from becoming gloomy and dying, or taking people’s cards (of course when there is an action card that says so). So overall there is a lot of player interaction in Munchkin Gloom.
How long did it take to learn? It took a whole “dummy hand” for us to learn, but during the second game we played it was a lot more enjoyable and it ran smoothly.
What was the most frustrating moment or aspect of what you just played? The most frustrating part was figuring out what cards were. We struggled with this because they all look very similar, and at first without knowing or getting familiar with the cards we had to examine them extra hard to figure out what could be done with specific cards.
What was your favorite moment or aspect of what you just played? My favorite aspects of the game were the visuals of the game and the self-worth/ point system. It was easy to keep track of the self-worth points and other symbols because the cards were clear, and I also enjoyed the medieval look of the characters and cards in general. As for the self-worth aspect of the game, it brought competitiveness out of everyone and forced us to change each other’s cards/ target each other. I also just thought it was a creative take on the game.
Was there anything you wanted to do that you couldn’t? The only thing I wanted to do that I couldn’t was use my untimely death cards whenever I wanted rather than using it as your first play. We all kept forgetting that rule, but I do see the purpose of it so the players can’t give their own negative points and then untimely death all in one move. Without that rule the game wouldn’t be as interesting or long.
If you had a magic wand to wave, and you could change, add, or remove anything
from the experience, what would it be? The only thing I would change would be the look of the cards. It was easy to take other players’ untimely death/ event cards because the other cards looked different. I felt this was annoying because of course other players would pick those cards over others.
Is this a game you would play again? Yes _____ No ______ Why
Yes, because ultimately I enjoyed the second round of playing and it was fun targeting other players and it became competitive, which I enjoy because I am a very competitive person. Also, I thought it was a funny take on the game with being the most miserable person, having the most miserable characters, and then killing off all your players. I think it’s unique because it’s the opposite of the majority of games.
Analyze the game using the 3 act structure.
Setup: This is when players establish their foundation and everyone chooses their party members and characters, learn their backstories, and receive the dealt cards. It introduces the world, the characters’ identities, and sets the tone for the game. The stakes and goals start to take shape here.
Confrontation / Rising Action:The main gameplay happens here. Players begin to manipulate the narrative by assigning negative self-worth to their own characters and positive self-worth to other players’ characters. Action cards and early “untimely death” plays introduce conflict, alliances, and rivalries. This is where strategy, tension, and drama build.
Resolution / Climax: The endgame arrives when only a few characters remain alive. This act is about timing and execution and choosing the right moment to play untimely death cards. The suspense increases as players attempt to plan their story outcomes, and the game resolves with final self-worth points and the narrative payoff of whose team is all dead first.
Game Questions
- In your opinion what should every game have? Why do you like your favorite game?
In my opinion I think every game should have an objective, multiple solutions, and some sort of suspensefulness/build up. A clear objective gives the player direction and purpose, while multiple solutions allow for creativity and different play styles. The build-up to a goal makes the experience rewarding, because it creates tension and anticipation before the big payoff. My favorite game is 500 Rummy, and I like this game because you have to play multiple rounds (the build up) and play your cards strategically to reach 500 points. I like the aspect of chance and strategy that is in Rummy, also I personally enjoy games that have a point system and Rummy is all about gaining points.
- List the games you’ve played and currently play.
Fluxx, 500 Rummy, Poker, Bullshit, Black Jack, Chess, Checkers, Minecraft, It Takes Two, Unraveled, Fortnite, Gang Beasts, Slime Ranchers, Monopoly, Candy Crush, My Singing Monsters, Hayday, WII sports, Mario Kart, Sims, Wavelength, Uno, Sorry
- Can you apply the three act structure to your favorite game? What is its pacing and how long do you find yourself in each act?
For my favorite game, 500 Rummy, I would argue that it does apply to the 3 act structure to some degree. First is the set up, you set up all the players with their cards and they begin the drawing of cards, creating sets, and discarding. The beginning introduces the situation where the stakes are low, and the game starts taking direction. Next for confrontation (mid game) the game becomes more intense with more sets forming, the discard pile growing, and players hands getting smaller. At this point of the game there are risks and strategic moves that players make. Lastly, the resolution of the game is whoever goes out or the deck runs out. This is when the scoring comes into play and resolves the conflict. Even though Rummy does not have a narrative or true story, it does have a natural rising of tension and resolution like these steps include.
- When coming up with ideas where do you find you start, with the metaphor or the mechanic?
When I come up with ideas, I feel like I could start with either a metaphor or a mechanic, but I usually begin with the story and concept before thinking about the mechanics. I think this way because it is easy for me to come up with ideas/stories and bring them to life after thinking of how I want the storyline to go, characters to look, and overall vibe of whatever I am creating.
- Over the course of this semester, who would you like to collaborate with and why?
I would like to collaborate with anyone, I don’t have my eye set on anyone in particular because I feel that everyone in this course has great insights and skills that would be interesting to work alongside.
Game Response Questions (Vanilla Fluxx)- Harmony Jablon
Game Response Questions
Was it fun?
- Yes, in my opinion I thought the game was enjoyable, but me and my group played three different versions of the game and around halfway through the second game we were mentally clocked out. I think it is overall enjoyable, but I wouldn’t play it more than once in one sitting.
What were the player interactions?
- Even though the whole game is pretty much player interactions, I felt direct interactions were actions like exchanging hands with each other, picking a card from a player’s hand, and swapping each other’s “keepers.”
How long did it take to learn?
- It took about 3-4 cycles around to finally get the idea of the game, and the different cards. But throughout the game occasionally we did have to stop and ask questions or read the directions over again.
What was the most frustrating moment or aspect of what you just played?
- The most frustrating part of the game was keeping track of all the new rules, and figuring out which cards canceled each other out. Some were also unclear to understand directions what the player(s) were supposed to do with the new rule cards.
What was your favorite moment or aspect of what you just played?
- My favorite moment was the action cards to switch hands with other players. This was my favorite aspect because it created more interactions between players, and made everyone become a little more competitive with each other.
Was there anything you wanted to do that you couldn’t?
- I wanted to keep certain cards in my hand even though there would be a card restriction on how many cards you could hold. Having to play them all was frustrating especially when I wanted to strategically keep/use certain cards.
If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?
- If I could change anything about the game it would be how many new rule cards we can have on the table at once throughout the whole game. Due to confusion I think having a restriction of only up to four new rule cards at a time would make the game a little easier to play and keep track of.
Is this a game you would play again? Yes _____ No ______ Why
- Yes, because I enjoyed the unknown or chance aspect of the game with the addition of strategy of how to play your cards. I am also a competitive person, so I liked how competitive the game could become.
4D Final- Harmony Jablon
“Who am I?”
I believe my video, a combination of stop motion animation and performance/video, is the perfect visualization of a self-portrait of me. I find it very difficult to pick one experience that I have had that “makes me who I am.” This video represents how every experience I’ve gone through has shaped the person I am today. But, I know there’s still so much more to experience, so many people to meet, and a lot of growing left to do. These future experiences will continue to form new versions of myself. At the same time, I often struggle with the idea of truly “knowing who you are,” because I don’t believe there’s just one fixed version of me. I’m a completely different person than I was two years ago, or even compared to who I was just a month ago. This video captures the idea that I am who I am because of every experience I’ve had, every person in my life, my physical being, and everything that exists inside my head and heart. But when someone asks me, “Who are you?” I still struggle to find the words to fully explain who I am.
Projection- Harmony Jablon
For my projection experiment, I used a projector, a shower sheet, and a cutout box to project a circular, ocean-like light. I set up the projector on the floor and pointed it toward a small hallway in my suite. Then I taped up the shower curtain to project it onto and then placed a small box in front of the projector. Then I went behind the curtain to show the final projected animation. (The video will not upload, so I sent it through email)




4d Video- Harmony Jablon
Rules:
Black and white
No talking
Filmed outside
IF I would have subtitled the script would be:
“Here is the perfect human”
“The perfect human gets ready for her day… keeping it simple brushing her hair, nothing crazy”
“The perfect human doesn’t like chaos”
“The perfect day so far for the perfect human… no obligations, no chaos… just a simple and calm day”
“The perfect human eats her snack, just a simple orange and some water… basic”
“The perfect human enjoys her snack, along with a sip of her water”
“The simple, calm, and perfect day for this perfect human”
*the end
“Chance Against Chess” Final – Harmony Jablon
Chance Against Chess Case Study