Interactive animation final reflection

  1. Loop Animation: I found the loop animation a little challenging because drawing Fram for Fram is definitely not my strongest suit, but it still definitely came out the way I wanted it to. Making an interactive children’s coloring book was my main goal so making it a simple design was a little rewarding for me, but creating a story within the loop was a challenge. Overall, I think it came out fairly well and Im happy with it.
  2. Interactive Poster: I am really happy how this one turned out I liked the poster I designed a lot and the new program I learned. Zap works was super easy to use and I can’t wait to do more with it. My AR I am pretty proud of too it cam out clear and easy to use , was definitely fun.
  3. Interactive Narrative: I had a hard time coming up with this one and which way to go with it. I ended up making a clicking game to lead you to new goals the more you make. I used Scratch and was able to make a clickable cat with particles and upgrades. I want to take this project farther and use it possibly in game design 2 and add many other features and options to it.

Week four engine building homework

Aleah Dudek

  • Homework: begin writing rules for at least 1 of your top ideas
    • Rules must include:
    • Setup
    • Gather 3–8 players and sit in a circle or line so everyone can see each other.
    • Prepare a stack of Message Cards (each card has a short phrase, word, or sentence).
    • Have a timer (1–3 minutes depending on group preference).
    • Choose one player to be the Message Starter for the first round.
    • Objective(s)
    • Players work together to successfully pass the secret message from the first player to the last player without speaking or writing.
    • The group wins if the last player says the correct message before time runs out.
    • Actions players take
    • Message Starter draws a Message Card and secretly reads it.
    • Using only gestures, sounds, or nearby objects (no words, letters, or mouthing allowed), the Message Starter communicates the message to the next player.
    • Each subsequent player then translates what they understood into gestures/sounds/objects for the next person in line.
    • Players can’t repeat what they saw exactly — they must interpret and pass it on.
    • When the message reaches the final player, that person must say the message out loud.
    • Ending the game (win, lose states)
    • Win: The final player’s spoken message matches the original Message Card.
    • Lose: The group runs out of time or the final message is incorrect.
    • After each round, rotate the Message Starter role to the next player. Continue until everyone has had a turn or a set number of rounds is complete.
    • Examples
    • Original Message: “Pizza Delivery.”
    • Player 1 mimes eating.
    • Player 2 pretends to drive a car and hold a box.
    • Player 3 knocks on an invisible door.
    • Final Player guesses: “Pizza Delivery.” (correct is a win).
  • Original Message: “Dancing in the Rain.”
  • Player 1 twirls with arms out and pretends to splash in puddles.
  • Player 2 spins around, flaps arms like an umbrella.
  • Player 3 mimes singing.
  • Final Player guesses: “Singing in the Rain.” (close, but not exact is a lose).

Game Design week four

Aleah Dudek

Splendor

Was it fun? Yes I enjoyed it.

What were the player interactions? yes there are aspects that get competitive.

How long did it take to learn? It took us a lot shorter than other games maybe about 10 minutes.

What was the most frustrating moment or aspect of what you just played? I didn’t really find anything frustrating.

What was your favorite moment or aspect of what you just played? I liked the different moves and you n ever know what card you are going to go for.

Was there anything you wanted to do that you couldn’t? I wish there was cards where you could steal other peoples cards.

If you had a magic wand to wave, and you could change, add, or remove anything

from the experience, what would it be? I wish there was more action cards.

Is this a game you would play again? Yes _____ No ______ Why I enjoyed it I Liked the strategy in it too.

Analyze the game using the 3 act structure.

Act 1: The focus is on collecting gem tokens to afford the cheapest development cards. Most players just grab what’s available; strategy is light, and everyone’s building their “engine” from scratch. Victory points aren’t usually scored yet, this stage is about laying groundwork.

Act 2: Players have cards that permanently give gems, making each future turn stronger. Players start racing for medium-value cards, noble tiles become reachable, and blocking moves emerge. Some players aim for nobles, others for big-point high-cost cards, creating diverging paths to victory.

Act 3: The board shrinks in options—players fight for the last few cards that can push them over 15 points. Every gem token and reserved card matters; timing is crucial since the first to 15 triggers the end. Victory comes from a combination of planning (engine + nobles) and tactical plays in the last few turns.

What are the collaborative and or competitive aspects of the game? The collaborative part I think would be not hogging the tokens I guess and the competitive could be the ability to steal a card someone wanted to eventually take.

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

The metaphor : The gems = raw resources of wealth and beauty.

The development cards = mines, transportation, artisans → infrastructure for growing power.

The nobles = recognition and patronage from high society once your wealth reaches a certain level.

The mechanic: Players collect gem tokens .Use gems to purchase development cards, which give permanent gem bonuses .Those bonuses make it easier to buy more expensive, higher-point cards.Noble tiles reward players for meeting certain card thresholds 

Game Design week 3 homework

Aleah Dudek

Compass: is a puzzle-solving game in which the players’ avatars collaborate to reassemble a broken communication networkby placing signal towers, routing energy beams, and coordinating timing in real time.

Read Me: is a communication challenge game in which players work together to pass a secret message across the group by using only gestures, sounds, or objects (no talking) to transmit clues before time runs out.

Tip Toe: is a stealth-vs-guard game in which teams of players try to steal a hidden object by sneaking past “guards” without getting tagged — whichever team extracts the object first wins.

Campus Conspiracy: is a team-based mystery game in which players work together to solve a strange campus incident by collecting clues, interrogating characters (played by volunteers or pre-written prompts), and piecing together evidence before rival teams solve it first.

Human Pretzel: is a physical comedy and teamwork game in which teams of players race to untangle themselves into a perfect formation by following weird, escalating prompts from a “Pretzel Master” without ever letting go of each other’s hands.