

design courses, syllabi, schedules, resources and policies
Fire truth heard,
carpet designs available,
in couples my cooks about,
the logic about identity
if you enjoy home, your myself.
I’ve recently been obsessed with the game Inscryption, it is a card game that you play online, it has storyline, secrets, and it is so absolutely frustrating. I highly recommend watching videos of people playing it, and playing it for yourself!
I had rolled to play the 1% in our game. I had the most advantage when it comes to the entire game, though it didn’t feel right. Yes, it is 100% fun to win at Monopoly, but the meaning behind all of our roles in the game put me in a position where it felt like cheating. I didn’t enjoy watching the other players have to be careful with their money, and constantly be put into jail.
I’ve never personally played any advergames, and I’ve also never been influenced to purchase anything from them.
In Tooth Protector, the game’s underlying theme is to show the player to consider the reality of eating sugary snacks, it’s rationalistic. In Chase, the game is trying to convince players to buy the product and it isn’t considering that players may need a better reason to just buy it (or convince their parents to buy it)
Dodge used this advertising, in their Dodge Stow n Go Challenge, they advertised Bed Bath and Beyond’s store to buy.
Because not only were the mechanics of the game great to play, it let the player experience the demonstrative advertising, with procedural representation of their products. I do agree!
They show that products and services have a function whether it’s good or bad, “the reasoned and conscious interrogation of individual wants and needs, rather than manipulated subservience to corporate ones”
Ian lists his most important concerns such as, Enframing, Compulsion, Optionalisim, and Destroyed time.
I actually agree with him, especially in the Compulsive area.
Social Games like FarmVille enframe friends by not making them friends, but as Ian says makes them valuable sources for materials, it’s not that you’re working together with them, you’re just using them.
Social games can cause a compulsion, which can almost cause an addiction, and that wastes (or destroys) time out of your day, because you and your friends start to rely and expect each other to play (enframing)
Trolls Riddle Run
Players: 3-5 Players
Game Pieces:
Character piece
6-sided dice
3-sided dice
Chance cards
Chance coin (for sneaking over bridges)
Starting the game:
Youngest player starts the game.
Turns move clockwise.
Moving Through the Board:
Roll the 6 sided dice to determine the number of spaces you move in a turn.
If an even number is rolled on the die, pull a chance card from the pile after you have moved the correct amount of spaces. When pulling a chance card, the card must be completed that turn unless otherwise stated.
Bridges:
Slimy Swamp
Billy Goat Bridge
Thorny Thicket
Fae Forest
When you land directly on a bridge you must answer a riddle and if you get it right you can roll again. If answered incorrectly, pull a chance card then can move forward or backwards after that.
If you come upon a bridge in the middle of a move, you flip the chance coin to determine your ability to sneak across the bridge unnoticed by the troll. Landing on the noisy side means you have to answer a riddle to complete your roll, the muted side means you can sneak across unnoticed and complete your turn. If you answer the riddle incorrectly you are stuck on the bridge until your next turn (no need to answer a riddle on your next turn, just move across the bridge). If the riddle is answered incorrectly pull a chance card from the deck
Riddles:
When answering a riddle, riddle cards should be drawn by a different player than the one answering the riddle. If the riddle is answered incorrectly by the player do not say the answer allowed (in case, it comes back around). Place the riddle card at the bottom of the pile if answered incorrectly, discard if answered correctly. Players get 45 seconds to complete a riddle but they can guess twice during that time limit. The Easy Riddles are for bridge crossings, the Hard Riddles are for the final battle.
Chance Cards:
1 of each bridge in the chance deck, if pulled, move to the chosen bridge even if it is behind you on the board. There are 8 kinds of beneficial chance cards and 7 kinds of damaging chance cards.
Lucky Charm – Hold onto to skip one chance card in the future
Forest Guide – Roll 3-sided die to move forward extra spaces
Battered Map – Look at the next 3 chance cards and put them back in any order you would like
Mischievous Fairies – Swap places with person closest to troll
Playful Pegasi – Everyone player moves forward 1 space
Troll Call- Hold onto to get past any 1 riddle. (can be used in the final battle against the troll)
Riddle Swap- Hold onto to swap 1 hard riddle for an easy riddle.
Clever Camouflage- Hold onto to bypass a bridge of your choosing without having to flip a coin, or answer a riddle.
Whispering Woods – Roll 3-sided die to move backward.
Goblin Tricksters – Swap spaces with the person furthest from the troll.
Sudden Darkness – On your next roll attempt to move the correct amount of spaces forward with your eyes closed. If you land on an incorrect spot, move backwards to the closest bridge
Trolls Footprints – All players move backwards 1 space
Spooky Fog – Move backwards for your next roll
Echoes of Doubt – Move backwards for your turns until you roll an odd number. (If you roll an odd number on your immediate next turn you can continue to move forward)
Gift of Generosity- If you have any stored beneficial chance cards, give one away to a player of your choice.
Final Battle With the Troll:
When you reach the end space with the troll, you will stay there for 3 rounds and you have to answer a riddle correctly each round to win. If you get 1 riddle wrong your turn ends and your correct riddle tally goes back to 0 for the battle.
First player to answer 3 riddles correctly wins the game.
Rotten to the Core is a game about decomposition through the use of various insects and fungi associated with the process of decomposition. The goal is to decompose the body as fast as you can without getting caught! Please read more below to see rules and information!
Game Pieces and Setup:
I had a lot of fun planning and making the game with Amber! Breaking down the playtesting notes that we received was a fun challenge and I especially enjoyed making version 2, because I was able to customize the art for the game! I hope Amber wants to revisit this game in Game Design 2!
This was my first prototype for class! I wanted to challenge the use of AI and how Media Art students viewed it. As a simple fill-in-the-blanks game, it made players attempt to identify what was and wasn’t AI! For more information, read below!
Rules:
AI Cards: (different art styles were used to confuse players!)
Topic Cards:
The Answer Key: (No Peaking!)
This game was incredibly difficult to make, with having to hand sort through Adobe Firefly and the various versions of the prompts it created for me. It was also a challenge to source artists who were not AI on Adobe Stock!
I have SO MANY Trinkets. I know many others can agree that cute little trinkets are so fun to collect and display! But, I need a box for them! In this game, players have two cards they pull from the start, a special trinket card, that gives the player a specific description of a trinket they must find or receive to win, as well as a Trinket Types card that gives a loose description of the types of trinkets they have to collect to win! Players must fulfill both cards to win the game! Read more below for more information!
Though the original rule set has been lost in my process of moving, I will do my best to recreate what the rules were.
RULES:
1.) Each Player will grab on “box” (2-4 players) and place the box in front of them. These boxes are meant to be for the players eyes only!
2.) A large bag full of trinkets will be in the middle of the play area, and two stacks of cards, one red and one blue will be alongside the bag.
3.) Starting with the oldest player, they will grab one red and one blue card from their respective piles. Reading them silently and keeping the content of the cards secret until the end of the game.
4.) The oldest player will then grab ONE trinket without looking. Being careful to keep the trinket hidden and place it into a slot in their box. The player whose turn it is after the oldest starts the game can decide to grab a trinket from the bag or take the trinket of the player who just took a turn. This rule applies to all players after this.
5.) This cycle continues until someone fulfills their card’s requirements, at this time, the player who believes they have correctly fulfilled the card will show the card to the other players who decide if that player wins or not. If the player wins, the game is over. If the player doesn’t win, the game continues, and that player must choose one new card to replace either the red or the blue card.
Example of what the prototype boxes looked like: (I forgot these when I originally prototyped the game in class, so players had to use cups)
These were the red and blue cards:
Inside my bag of trinkets used during playtesting:
Though this game was fun to make and playtest and everyone enjoyed it. It is more of a collectors game and has many small sensitive parts to the game pieces. Professor Ames did say I could make a concept of a really nice set of boxes to come with the game, and make players provide their trinkets and topic cards but playtesting in a classroom with just four boxes and blank cards isn’t much to test. I do not believe this game will return for Game Design 2. 🙁 But I loved making it!