Game test: One (evil uno)
2. stacking a +8
3. win
4. didnt play 1st version
5. less action cards more number cards
6. uno in purgatory
7. no, literally uno if it was created in Hell

design courses, syllabi, schedules, resources and policies
/Users/chrystiankozak124/Desktop/4D studio Project 1/Sprite Animation.html
Aleah Dudek
Gris
I think it was definitely interesting. I wouldn’t say it was addicting, but I could see myself doing a whole play through over time. I like that there was puzzles within the play through, also parkour, and a storytelling aspect to it.
I think putting the pieces together within the game helps me keep going, not finishing what I started in a sense. Also learning more about the story and discovering the different realms.
I am not sure how if I would call it persuasive because I am not sure what it is trying to persuade. I really enjoyed the different aspects of the story contributing to another though.
I think the game describes a sense of emotional healing, and coming out of a depressing state. Gris herself represents the player’s inner emotional state. As she regains color, abilities, and voice, it symbolizes learning to live with loss instead of being consumed by it. The mechanics varied as you kept moving if you were able to walk, climb, run , or any other supernatural powers, running and jumping were the main ones though.
The gameplay makes me feel curious to what is going to happen next. I also feel like it makes me feel empathy for Gris as she goes with her journey to find herself again.
I think it is. I think it advocates for mental health and that you can make it out. I think it advocates for finding yourself again.
I lose my own voice,
The sky learns how to breathe again,
So do I, slowly.
Detroit Become Human
I think it is fun. I like the storytelling of it and the message behind it. I like that you can kind of navigate the story at your own pace.
The different choices you could make I think make
I think it is persuasive because it’s persuading one to think about “differences” and make the overall message of the game stand out.
It’s about systems of power, social rebellion, and the fight to be seen as human. It almost acts like the the sense of racism. These robots want to be treated as a human. The mechanics are being able to pivot my way through the story making my one choices when given.
I think the gameplay makes me feel immersed and as if I am part of the story myself. Being able make my own choices based off the emotion felt or created. I feel empathy for the robots as I see they are treated indifferently I feel sad for them as I want them to be treated equally.
Yes it is an activist game. it advocates for racism, inequality, and to be treated the same no matter what. That can run for several campaigns, but I think it could also advocate for the potential of our future and what future technology can look like. Depending on the person that could either scare them or excite them.
Circuits feel the storm,
Justice sparks in metal bones,
We become alive.
Outer Wilds
I think it is fun. I like the free roaming aspect of it;. Being able to walk and fly the spaceship.
Discovering different planets and unlocking new missions within the game. I think the players want to keep going to unlock different abilities and different missions.
I think it is persuasive because it persuades the player to keep going almost in an endless loop it seems. I don’t really see the storyline though that goes a long with it.
is a metaphor for curiosity, impermanence, and learning to let go. Following missions and achieving things you can’t do in real life. The mechanics are O2, Fuel, Gravity, the plants, your ship and resources.
It makes me feel curious about what all I can explore and do around the realm. I don’t think I feel empathy because you respawn every time you die.
I don’t think it is because laws aren’t being changed or revised. You aren’t doing much different except free roaming and dong what you want around the world you have created and evolved in.
Time breaks like starlight,
I gather worlds in my hands,
Then let them all go.
Simple, you originally clicked to fill up a bucket and dump it. Now you have to meet a quota with the amount of buckets you fill up. You get assigned to a building that has a leak in it. If you do not fill up the buckets quick enough, the building will flood before your coworkers fix the leak. Continue this and you will get tougher jobs that are longer but pay out quicker.
1-Empire Game
A game about growing a new empire, the more your empire grows the more enemies you gain. It puts you and the people of your nation at risk.
2- Chef Simulator
You start the game by cooking whatever you like but the harsh reality is that people and critics are very tough on your food. You have to adjust to the customers needs with taste, prices, and portions.
3- Political Partay
You create a new political party and try to convince the people of your nation to join you. Could work out, or it can make the nation turn on you as a whole.
4- Climate Race
Similar to how there was a race to the moon lets say, each country is racing to find a way to end climate problems. However, some countries try to take shortcuts and end up hurting the Earth rather than fixing it.
5-Energy Crisis
Creating new ways to use energy is revolutionary. Many for the better, some are for the worse. Your goal is to make society grow without having any negative effects. For instance, think of when the first nuclear weapon was creating. What followed suit after that is not necessarily the best but it changed science forever. Follow your path, and make your own path in the history books.
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.