XD 1 Studio Ideas

Project Ideas:

App idea: Villain’s Hotel

The app is a virtual magical hotel where the user checks in and gets to explore different rooms, make choices, solve puzzles, and unlock secrets.

Main features

  • Check In — Create your character and receive a magical room key.
  • Explore the Hotel — Tap different floors and rooms to discover hidden areas.
  • Choose Your Path — Your decisions determine whether what villain your character becomes 
  •  Collect Keys — Find hidden keys throughout the hotel to unlock new rooms.
  •  Puzzles — Solve riddles, codes, and magical challenges.
  • Secret Room — There’s one room that doesn’t appear on the hotel map. You have to figure out how to find it.
  •  Your Story — The app remembers your choices and creates a unique story about your stay.
  •  Ending System — You can receive different endings depending on your decisions.

Interfaces I need to show for this 

  1. Creating the character ( hair, dress, makeup, power) 
  2. Explore page (rooms, challenges, achievements)
  3. Puzzle (riddles, codes)
  4. Character story page (with finished character, accessories, etc.)
  1. Coloring Book 

20 different pieces 

  1. Mouse on “main street” holding ice cream and balloon( additional characters: duck, frog, dog)
  2. Cat on a roller coaster 
  3. Frog eating a pretzel 
  4. Group portrait in front of castle ( Dog, mouse, duck, cat)
  5. Bird shopping in a gift shop ( with stuffed animals, trinkets)
  6. Bunny eating at a restaurant (mouse server) (sitting with skunk)
  7. Chipmunks performing on a stage 
  8. Dog and Frog playing mini golf 
  9. Pig and Chicken on spinning teacups 
  10. Hippo and duck on hot air balloon 
  11. Bird and Mouse swimming in lazy river 
  12. Two cats walking with shopping bags 
  13. Mouse making food in kitchen 
  14. Bunny, Duck , and dog dressed up for halloween 
  15. Cat, Hippo, and Pig singing around tree “castle” in background 
  16. Mouse, Chicken, and Dog on “space mountain” 
  17. Chipmunk, Bird, and Duck in line for a ride 
  18. Frog, Cat sitting drinking a coffee 

New Disney Hotel, (building a website) Disney villain hotel without directly using the character or name 

Use concepts below for inspiration

Hotel Concept 

game 2 documentation

Aleah, Mason, Lauren

Rules : ⚔️ Speed War: Treasure Hunt 

🏝️ Story

Players are adventurers exploring a dangerous island in search of treasure.
Every card flipped represents something you encounter along the journey.

🃏 Card Meanings (Using a Regular Deck)

  • Number Cards (2–10) → Explorers
    • These are your adventurers competing for treasure
    • Higher number wins the round
  • Face Cards (J, Q, K) → Monsters 🐉
    • If a player plays a monster card, they instantly lose the round. The player then must discard the monster out of the game and put 2 cards into a pile on the side.
  • Aces (A) → Treasure 💰
    • First player to slap wins the pile and takes back the treasure into their deck
  • Jokers (optional) → Traps ⚠️
    • Last player to slap loses 3 cards and adds them to the pile

▶️ How a Round Works

  • At the start of the game give each player the same number of cards
  • Both players flip a card at the same time (like in War).
  • If both cards are number cards, the higher card wins the pile.
  • If a special card appears, players must react quickly and slap the card
  • If you win the round, you will take back your card and the other players card.

⚡ Special Events

  • Ace (Treasure Chest 💰)
    → First player to slap gets all the cards in the pile
  • Face Card (Monster Attack 🐉)
    → If a player plays a monster card, they instantly lose the round. The player then must discard the monster out of the game and put 2 cards into a pile on the side.
  • Joker (Hidden Trap ⚠️) (optional)
    → Last player to slap must give away 3 cards into the side pile 

🏆 Goal

Collect the most cards (treasure) and survive the island by the end of the game.

Game Design 2 Simulation ideas

Pet Adoption Simulation

You volunteer at an overcrowded animal shelter.

VR Mechanics:

  • Feed, groom, and medically assess animals
  • Learn each pet’s personality traits
  • Match them with adopters based on compatibility

  • Physically kneel to comfort scared animals
  • Hand-feed or gently brush fur using motion controls
  • Heartbeat audio when animals feel safe

Horror Vr Game Abandon Hospital

VR Mechanics:

  • You explore a condemned hospital overnight.
  • Ghosts are tied to unresolved stories.
  • You piece together what happened through environmental clues.
  • Instead of fighting ghosts, you calm them by uncovering truth.

Coral Reef Simulation

VR Mechanics:
You’re restoring a dying reef ecosystem.

  • Plant coral fragments
  • Remove invasive species
  • Monitor water temperature & pollution
  • Protect reef from storms

Space simulation vr game

VR Mechanics:

  • Exit the airlock
  • You’re a space station repair technician orbiting Earth.
  • Tether yourself
  • Repair satellites and station panels
  • Monitor oxygen and suit integrity
  • Full 360° zero-gravity movement
  • you push off surfaces to move.

Collaborative Baking Game

VR Mechanics:

  • Ingredients float away if not secured
  • One player stabilizes gravity controls
  • One mixes
  • One bakes
  • Timed customer orders
  • Flour clouds float everywhere. Someone always drops the cake.

Game Design 2 Week 6 Simulation

Aleah Dudek

Keep Talking No one explodes

  1. What made the experience fun or not? The game is fun because it forces intense communication under pressure. It can become frustrating if communication breaks down or if players don’t listen carefully.
  2. What is the motivating factor to get or keep players playing? The challenge of increasingly complex bomb modules. The communication can become very difficult if the other player isn’t good at directions.
  3. Is the game persuasive, and what is it trying to get you to do outside of the game? Yes, it persuades players to value clear communication, patience, and collaboration. In the real world it can help players inhabit listening skills, strategy, and staying calm under stress.
  4. What is the game’s metaphor and which of the game’s mechanics standout? High stakes problem solving depends on communication, not individual intelligence. Bouncing back and fourth between the players and how easily one explains what they see and how well the other follows direction.
  5. How does the gameplay make you feel? Who does the game make you feel empathy for? It makes me stressed , but also watching other people play is kind of humorous as you sort of watch them struggle in the game. It makes you feel empathy for the one trying to describe the situation since they can’t directly see what’s going on.
  6. Is the game an activist game? If so what does the game play advocate for? I don’t think its necessarily and activist game, but I think it can sort of advocate foe collaboration under stress, and how to learn ti work in those situations.
  7. Describe the game in 3 sentences or in the form of a haiku. Ticking wires and fear
    Voices clash, pages turning ,
    Trust defuses time.

Game Design 2 week 4 Reading homework

  • what learning games have you played? can you categorize them by the theory of learning types: behaviorism, constructivism, constructivism or social nature? if you played more than one which was the most effective? I have played learning games like Duolingo, Kahoot, Quizlet, Animal Jam, and a few others. Most of them I would say is behaviorism like Duolingo, Kahoot , and Quizlet because you get rewarded when a question is right, but punished if an answer is wrong. I would say Animal Jam and Minecraft are more social nature because you kind of make your own decisions , but you aren’t punished you just kind of learn from them. I think the most effective is Kahoot or Duolingo because they incorporate a bunch of fun games in order to learn the topic, and they make it easy to memorize.
  • is gamification bullshit, what is ian bogost’s argument and do you agree? where have you encountered it outside of class and what was your experience?Ian Bogost argues that gamification is a shallow imitation of games. It borrows surface features points, badges, leaderboards, but ignores what makes games meaningful: choice, systems, and consequences. To Bogost, gamification is often: Manipulative, Focused on compliance, not learning A way to make boring systems feel fun without changing them. I agree with him because at first, it feels motivating, but over time it becomes stressful or meaningless. The system hasn’t changed, only the wrapping has.
  • What is a serious game and why aren’t they chocolate covered broccoli? Matthew Farber argues that serious games don’t hide learning inside fun, they make learning the game itself. Their rules and systems express ideas, teach through experience, and let players feel real consequences. They aren’t chocolate-covered broccoli because the mechanics are the message, as seen in games like Papers, Please, This War of Mine, and Darfur is Dying, which teach by placing players inside the system rather than rewarding them for correct answers.

Game design 2 week 4 Game ideas

Aleah Dudek

  1. Theme: Climate justice
    Mechanic: Economic simulation

Every player benefits from pollution at first, but emissions secretly accumulate and trigger disasters that hit the poorest players hardest.

2. Theme: Housing insecurity
Mechanic: Tile laying survival

Pets move through temporary homes as buildings disappear. You don’t control the world, only how long your animal can remain safe.

3. Theme: Forgotten deaths and systemic erasure
Mechanic: Hidden information and area control

Players move through a city where invisible ghosts represent unrecorded victims. Only by standing still can you see them, but doing so makes you vulnerable.

4. Theme: Climate change
Mechanic: Cooperative survival

The dragon’s fire represents rising heat and disasters. Players can fight it, but every attack makes it burn hotter.

5. Theme: Climate refugees
Mechanic: Tile erosion and migration

Rising tides wake the Kraken. Each round, parts of the ocean map sink, forcing fleets to flee while the monster grows.

Game Design 2 week 4 Reflection

Observant

  1. What made the experience fun or not? I think it was fun I wish it was harder to catch the immigrants though. Mason and I almost caught everyone on each side. I caught all of his and he caught 5 of mine. I wish there was a way to be more sneaky.
  2. What is the motivating factor to get or keep players playing? I think learning the strategy and being able to sneak around. I think the players will want to try and get around the guards.
  3. Is the game persuasive, and what is it trying to get you to do outside of the game? I think it is persuasive because it motivates people politically. I won’t get to in depth to offend anyone, but especially with what is going on now I can see how this can motivate someone in one way or another.
  4. What is the game’s metaphor and which of the game’s mechanics standout? The only metaphor I can think of is maybe don’t get caught. I can’t think of any without getting too political. The mechanics worked almost like battleship you have to guess where the immigrants are as the border guards and try to catch them before they reach the green card into the US.
  5. How does the gameplay make you feel? Who does the game make you feel empathy for? It makes me feel bad in a way but also the drive to catch the player. I think there could’ve been a different them than guards and immigrants. Maybe it could’ve been like cats and mice. Sort of makes us feel empathy for the immigrants getting caught.
  6. Is the game an activist game? If so what does the game play advocate for? Yes this is and activist game. You can take it politically or you can’t. It advocates for immigrants in different countries and makes you think about that situation in our world today.
  7. Describe the game in 3 sentences or in the form of a haiku.Silent grid of hope
    Names erased between the lines—
    Ships flee through the fog.

Last Resort

  1. What made the experience fun or not? I think it could be fun, but I don’t really understand chess so it made it super hard for me to play with someone who knew how to play chess.
  2. What is the motivating factor to get or keep players playing? I think to kill one another. The tactics allow you to kill each others pieces so the more you kill the other players the less they can do to kill and take over your side.
  3. Is the game persuasive, and what is it trying to get you to do outside of the game? I think maybe it can be persuasive. It can maybe persuade people that war is bad and can get very violent. This game can relate to a lot of real world scenarios.
  4. What is the game’s metaphor and which of the game’s mechanics standout? Civilians are the board. In this game, cities claim they are fighting for the people but the people themselves become the terrain over which power moves. Like squares in chess, civilians are treated as strategic positions rather than lives. The mechanics are almost exactly like chess moving pieces to dominate others.
  5. How does the gameplay make you feel? Who does the game make you feel empathy for? It makes me feel angry but also competitive because I know it’s not real when I am playing it but things like this do happen in real life so sad. It make the player feel empathy for the civilians as they are innocently being killed while the two players battle.
  6. Is the game an activist game? If so what does the game play advocate for? It is an activist game for war and innocent lives and civilians victim to war.
  7. Describe the game in 3 sentences or in the form of a haiku. They guard the squares.
    People become the board’s lines.
    Peace is checkmate’s lie.