game test: SkyJo
3. setting up a column rule
3.nothing else I wanted added
4. didn’t play last version
5. nothing needs to be changed
6. number animals match
7. yes, very fun and simple to understand

design courses, syllabi, schedules, resources and policies
/Users/chrystiankozak124/Desktop/4D studio Project 1/Sprite Animation.html
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.

Chef Check
Created by: Harmony & Bryce
Players: 2-4
Age: 10+
Objective:
The goal of Chef Check is to be the first chef to reach the winning score by creating complete meal “runs” and earning points each round.
During each round, players race to get rid of all their cards by forming as many runs as possible, each run scoring valuable points. The round ends when one player plays or discards their last card, and everyone adds up their total points from completed meals.
Keep track of your points throughout the game.
Setup
Gameplay
Points
Players add up their points at the end of each round. These are the values of cards/runs:
IF you have cards remaining in your hand after a player has run out of cards, you subtract the point value of what is in your hand from your current points. Each card left in your hand is -5 points.
Winning
Once a player reaches 100 points after a few rounds of play, wins the game and the game ends.
Card Types:
There are 4 types of cards in Chef Check: Entree cards, Side cards, Drink cards, and Sabotage cards. Three cards of all food types make up a set:
Example: (Fillet Mignon [Entree], Rice [Side], Water [Drink]).
Entree cards are distinguished by the image of a plate with utensils, side dishes have an image of a bowl, and drinks have an image of a glass. Sabotage cards can be played once during a player’s turn, which can affect themselves or other players.
Chef Meals
Chef meals are special card sets that yield extra points when played. Instead of receiving 10 points for a set of 3 unrelated food items, completed chef meals yield 20. Cards in the same meal set are color coded below.
Sabotage Cards: ( ! symbol on each card )
Food Swap: Swap one random card with another player.
Mice Attack: Your target has to get rid of ONE of their runs and put it in the discard pile.
Kitchen Fire: You burnt one of your food items, discard a useless card from your hand.
Key changes since the first iteration were the introduction of visual elements to the cards, a revision of the rules and card interactions, and the introduction of a playing board. To make the cards more accessible, we decided to change their color to match the meal that would fit them most optimally. We also added icons to the ends of each card to help identify what type of food item they are (entree, side, drink). Our final version included a game board to add more atmosphere to the game.
After play tests, we encountered issues surrounding the ending of rounds and the avoidance of sabotage cards. Due to the way that rounds are supposed to end, players ended up with only one card, and no way to discard it and end the round. We require more play testing to find out the likelihood of the issue, but we believed that changing the number of starting cards could solve the issue. Another issue was the specificity of the sabotage cards. Some sabotage cards needed revisions to expand their usage.
While feedback for the game was good, we had many takeaways from our play tests. From those results we learned to emphasize visual design and consistency and refine the interactions between cards to account for all contingencies.
Below is the full documentation for the card game QUADS
QUADS
Introduction:
Quads is a fast-paced card game that blends the style of Poker with the mechanics of Spoons. Players pass cards between themselves, aiming to collect a winning hand to bet on. After a timed card-passing phase, players bet on their hands for the chance to win the pot.
What you will need:
Game Setup
Green chips will be counted as 3 points, and red chips will be counted as 1. Extra chips should be made accessible if players run out of certain chips, and wish to exchange for chips of an equivalent value. If new to the game, play the game with a Normal level of chips.
Hand Rankings
This game borrows the hand ranking system from Poker, but removes some of the winning hands. Familiarize yourself with the ranking of hands below. Players with the highest ranking hand will claim the pot, or all chips in play. In the event of a tie, players must split the pot evenly, regardless of any extra cards (unless you are playing the Advanced Edition). When ready, start the passing phase.
Here are some examples of the hands you should be looking for.
Passing phase
Betting Phase
Once the Passing Phase ends, all players (that are not disqualified) enter the betting phase. Given their current hand, players can choose to:
The player who is locked-in first must start the betting phase, and the order of betting will follow the order of passing. After all decisions have been made, players enter the Reveal Phase.
Reveal Phase
Once the Betting Phase ends, all betting players must reveal their hand to the table. The player with the highest ranking hand will take the entire pot. If two players tie, and no other hand outranks them, they must split the pot as evenly as possible (Exchange chips if needed). If all players but one fold, the winner can take the pot “uncontested” and does not need to reveal their cards (It would make the game funnier if they did though). Players who run out of chips are eliminated from the game unless house rules state otherwise.
Collect the cards, shuffle the deck, then restart the Passing Phase. Continue until a Win Condition is reached.
Win conditions
Players can decide a winner using points, rounds, disqualification, or some mixture of the 3. Here’s some standard examples to provide a framework, but feel free to create your own:
Advanced Edition (Optional Rules): Read if you’ve played Quads enough
If you’ve played enough Quads to understand the game, and want more complexity/challenge, feel free to add some bonus rules:
Play with more players (alter time and decks for extra players)
No betting limit: Players can bet as many or little points as desired (be sure to adjust the points/starting chips to account for this)
Add more winning hands to the game
Straight – Any hand of cards that progress in numerical order, regardless of suit
High Card – If two players tie with the same hand rank, the player with the highest unmatched card wins the pot.
Add 1-2 more decks to the original to increase complexity
Expand the hand limit from 4 to 5

I used a standard deck of playing cards as well as a normal set of gambling chips.
Key changes include revisions to the rules and some of the game’s mechanics. Through testing, I found that the presence of two short timers was overwhemling and complex, especially for new players and players that wanted to take time to analyze their situation. In my final rendition, I removed the timer for the betting phase to allow players room to think. Furthermore, I changed the rules to start a timer only after a player locks in their hand. With this approach, the timer is less punishing, but still an active reminder to move quickly.
One final change to make is balancing the amount of starting chips in the game to allow the most expressive behavior. This will require more playtesting.
Key lessons I learned from playtesting is to have no expectations for the outcome, be adaptable to players who do not play the same way you do, and do not punish players (too much). I feel that I created a more balanced, fun, and casual game that is more accessable through playtesting.
Many factors play into what makes a working prototype a functional one. Working prototypes must be tested, flexible, and transparent. Prototypes must work as intended, and must be tested when new additions are considered. Prototypes must be adaptable to criticisms by publishers and designers, which is why one shouldn’t overinvest in a prototype. Lastly, a prototype must not withhold information, or leave information up to the designers or publishers.
To Dale Yu, what makes a good prototype is attention to detail, a good first impression, and a compotent design. Dale mentioned how the appearance of the prototype is among the first aspects of a game he views “I’d like the box art and text to look nice, and when I open thebox, I’d like to see the bits organized nicely. If it looks like you’ve spent a lot of time making your prototype, that goes a long way to impress me” (Yu, 126). Moreover, the appearance of the game factors into the playtester/designer/publisher’s first impressions. Lastly, rules must be legible and understandable.
Richard Levy advises to be prepared and adopt a liable personality. Being prepared entails doing research on the company you intend to pitch your game to, and also making sure that your game is unique and well designed. Being liakable is important because you need to sell yourself, as well as your game, to publishers. Realistic expectations, a good work ethic, and the ability to handle rejection are important to pitching a game.
You can pitch a game to small or medium sized game publishers, or to independent platforms that allow you to self-publish your game.
Publishers look for innovative designs, easily manufactuable components, accessability, expandability, and a good name, among other things.
Define aspects of the game like components, gameplay, and procedures accurately and in detail. Give overviews of the backstory and gameplay, as well as describe the items that players should be faimilar with. Explain the setup, gameplay, and the win state.