Sheep Animation Loop 2

Here are 2 variations of the 2nd loop so far. The first one, I forgot it was supposed to loop. I tried fixing it with the second video. There are still some tweaks to make – the clouds aren’t perfect at times. Technically it isn’t a perfect loop.

One challenge I’m facing is I only have 72 frames to work with and I need to show drastically changing landscape. I’m not sure I like how fast the sheep is moving in the second animation but I’m struggling to find a way around it. Any thoughts?

Playtest Questions: Hanabi and Argument

Hanabi is a card game in which the players collaborate to complete as many fireworks as possible by using the numbered and colored cards and information given by other players.

  1. Was it fun?

Hanabi was a fun and collaborative game.

  1. What were the player interactions?

Interactions included determining what would be the best information about another player’s deck to know, determining what cards to play, sorting cards, and attempting to complete fireworks.

  1. How long did it take to learn?

The game took about 10-15 minutes to learn. It took a bit to get used to not seeing my own hand, but I got used to it. 

  1. What was the most frustrating moment or aspect of what you just played?

The most frustrating aspect was when I would think another player knew what card I was trying to get them to place, but then they placed the wrong one.

  1. What was your favorite moment or aspect of what you just played?

My favorite aspect of Hanabi was the information system and being able to get clocks back by discarding a card that you may not know the color or number of.

  1. Was there anything you wanted to do that you couldn’t?

There was nothing I wanted to do that I couldn’t.

  1. If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?

I would add the option of including the number 6 for each color in the deck, like how you can add in the wild cards.

  1. Is this a game you would play again?

I would definitely play Hanabi again because I thought the concept was unique, while including known elements of already existing games. I was very determined to get as many points as possible, and it was exciting.

Argument is a tabletop board game in which the players stack their pieces in stacks of three by utilizing the specific types of movements and color matching.

  1. Was it fun?

I thought the concept of combining well-known rules of well-known games was very fun. Lacking the knowledge of chess and Argument in general hindered the experience.

  1. What were the player interactions?

The player interactions included making moves to place a piece at a different point on the board and jumping other players’ pieces to start/complete a stack.       

  1. How long did it take to learn?

It took almost the whole time playing the game (about 45 minutes) to learn how it worked. I had trouble understanding some rules, and overall, the game took longer to learn compared to the other games I’ve played in class thus far.

  1. What was the most frustrating moment or aspect of what you just played?

The most frustrating aspect was forgetting what colors went with which pieces to jump them.

  1. What was your favorite moment or aspect of what you just played?

My favorite aspect was using the board. I really like the design and color of it.

  1. Was there anything you wanted to do that you couldn’t?

I wanted to stack the pieces in an order that was forbidden by the rules.

  1. If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?

I would maybe have fewer of the three different pieces and add a fourth piece that would have its own movement rules.

  1. Is this a game you would play again?

I would play Argument again because I think giving it another shot will help me understand the game more. I would also like to try the competitive gamemode because when reading the instructions, it seemed like the more fun way to play, in my opinion.

Da Animation so far !

Here’s a loop that I created, that I later converted to a graphic symbol, which gave me the ability to see what I was editing while I keyframed this symbol across the “pink screen”. I chroma-keyed the pink background stage instead of a blue or green one because there were shades of blue and green on the actual animation itself. This allowed for a clearer image overall.

It’s not done… However I think it’s a good start for the intro scene. Pls excuse the horrible render quality as I had to export a smaller file size in order to get it to be small enough to fit on this site’s parameters. If y’all got questions I’d love to answer

Question Set Week 2

  • Question Set 1
    1. What Mechanics would you like to use for a game with a theme that revolves around being the size of a nanometer? Everything should be in nanometers – be in tiny moves since you are so infinitely tiny
    2. Who are you making games for? other people
    3. Who will be your play testers outside of class? Probably my family or the friends/classmates I see most of the time
  • Question Set 2
    1. Can you think of a game you were able to play without referring to the rules? Yes, Uno is the first game I would think of, it pretty much is born into me I’ve played it so much, I have no memory of ever reading or being explained the rules
    2. How do you define what a game is? Something fun that has no real purpose in life other than to entertain really and make you problem solve and learn new ways to do stuff
    3. What features can make your games more intuitive? Make the theme relatable and not super niche, don’t make the player have to do a lot on each turn so it’s not too confusing
  • Question Set 3
    1. What was your gateway game? What do you play to introduce others to gaming? I’d Solitaire was my first game I remember seeing or perhaps Old Maid, but I think there are several categories to games and each one would have a gateway game (like card games versus board games versus videogames); I usually would play Uno with someone or Dirty Bridge, for videogames, I think Minecraft is a great gateway videogame
    2. What features do gateway games share? Easy gameplay, engaging and simple
    3. What are the 10 beautiful mechanics and what should you aim for with your own? Well in our text they are 10 different games and the “beautiful ways” in which they make the games not feel like mechanics but as simply an experience. I’m not gonna type them all out cuz they sound weird and cuz they’re on pages 56-60 – but the way we should aim for our mechanics is to strive higher than these mechanics and make it even smoother.
  • How does luck and strategy factor in to game play? Depends on the game but both are quite involved in all gameplay

9/11/25 (Week 3_MeredithB)Playtest: Arugment

Argument is a competitive/collaborative game in which players claim pieces by moving and jumping on other players.

  1. Was it fun?
    • I can see how it would be, but not a game I personally found fun
  2. What were the player interactions?
    • There was, The size of the game made us rely on each other to move pieces in order to play.
  3. How long did it take to learn?
    • About 5-10 minutes, it was nice because game pieces were color coded so that players could always tell what they were doing without having to look at the rules.
  4. What was the most frustrating moment or aspect of what you just played?
    • The moving style was a little difficult to understand, even though it was on the game pieces. I think personally the unique shapes were cool, but hard to understand, especially with the circle board.
  5. What was your favorite moment or aspect of what you just played?
    • The visuals and colors of the board were cool, I enjoyed the visual aspects of the game.
  6. Was there anything you wanted to do that you couldn’t?
    • Being able to stack your own pieces easily, and more more freely.
  7. If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?
    • Change some of the movement patterns for the pieces, since they were difficult to understand and translate to a circular board
  8. Is this a game you would play again? Yes _____ No ______ Why
    • No, I am not a fan of collaborative games, and I didn’t find it super engaging enough to be willing to play it again.
  9. Analyze the game using the 3 act structure.
    • Act 1 is learning the rules, which is quick and easy. Act 2, playing the game was easy enough but took a little since we were still trying to understand the mechanics of the game. Act 3, ending was the quickest, as the game ends as soon as a player has 6 stacks of game pieces.
  10. What are the collaborative and or competitive aspects of the game?
    • It was collaborative in the fact that, due to the size/shape of the board, other players would have to move pieces for you. Competitive still in the fact that there could still be a single winner of the game.
  11. What is the game’s metaphor and which of the game’s mechanics standout?
    • The main metaphors were chess and rock paper scissors, however this was mostly due to the colors, the entire game was utmost stripped down to just mechanics. However the mechanic of having chess and rock paper scissors as a movement system was very cool.

9/11/25 (Week 3_Meredith B) Playtest: Forbidden Island

Forbidden Island is a collaborative game in which players must collect all of the lost artifacts and escape the island before it floods by using their abilities and teamwork.

Was it fun?

No, not for me. I can understand how some people would find it fun, but the lack of competitive gameplay and the lower stake gameplay made it less engaging for me.

  1. What were the player interactions?
    • In a collaborative aspect yes, we would each use each other’s abilities to move forwards and progress within the game.
  2. How long did it take to learn?
    • About 10 minutes, it was decently easy, however we had missing cards so we had to relearn the rules to include the cards after we printed some out.
  3. What was the most frustrating moment or aspect of what you just played?
    • Nothing was frustrating, except missing cards that were crucial to gameplay. We were missing the cards that connect with the abilities of our game pieces, so we had to make more. 
  4. What was your favorite moment or aspect of what you just played?
    • The idea of the game was fun, and using one of our teammates’ abilities, the pilot, who can move anyone, allowed us to play the game quickly and survive.
  5. Was there anything you wanted to do that you couldn’t?
    • I would have enjoyed it if the game was competitive which would add a mechanic of stealing the treasures from other players. I would also want to un-flood certain sections of the map, however that may have been a gameplay mechanic that we missed.
  6. If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?
    • I would add an option for competitive play, which is a stealing or sabotage mechanic to make the game more competitive.
  7. Is this a game you would play again? Yes _____ No ______ Why
    • No, but that is because I am not a huge fan of collaborative games, with tabletop games. I can understand how some people would find this game engaging, however it was not for my personal taste.
  8. Analyze the game using the 3 act structure.
    • Act 1: This was learning the rules, still the quickest section however there was a roadblock due to the missing the cards. Act 2: The middle lasted the longest since its the actual gameplay, where we would move across islands and grab cards in order to get the artifacts and best the game, this section took about an hour. Act 3: The end was easy, as we used certain classes’ abilities in order to skip sections and get to the end quicker, which is where we got on the helicopter and left.
  9. What are the collaborative and or competitive aspects of the game?
    • Collaborative aspects were the fact we could trade and share cards in order to collect the artifacts, and each character’s ability works together. There were no competitive aspects within the game, except the fact we had different abilities as players, but that’s about it.
  10. What is the game’s metaphor and which of the game’s mechanics stand out?
    • The metaphor was an island obtaining artifacts. It was done really well, every epic had a mysterious vibe to it, or made to look like a treasure map. It looked really good and the theming was done well, as it was prevalent through the whole game. The cool mechanics were the moving and flooding based on locations and character abilities, and the water rise level was cool.

9/11/25 (Week 3_Meredith B) Homework

Khaos Kitties is a collaborative game in which  a few scandalous kitties cause the most destruction, up to global takeover,by teaming up and using abilities/technology.

Alien Activist is a collaborative game in which Mutiple Aliens Protect humans from getting invanded by debating and protesting other alien races from acting humans.

SpaceRace is a collaborative game in which players race through a shifting asteroid belt, avoiding obstacles and battling rivals] by teleporting and using hovercrafts..

Towering Troubles is a  collaborative strategy tower defense game in which players defend a kingdom from invading monsters by placing and upgrading magical defenses, summoning elemental allies, and utilizing enchanted resources.

Echoes of the Forest is a cooperative survival game in which players work together to survive in a mysterious enchanted forest by crafting tools, building shelters, and unlocking the forest’s secrets through exploration and puzzle-solving.

Extra Game Response – Yuker

Yuker is a card game in which four players in two teams work together to score 10 points by winning at least 3 sets of a round using trump cards and just cards over 9.

Was it fun? Very much so

What were the player interactions? The players have to strategize and guess what the other players have in their hand so they can try to win a set.

How long did it take to learn? At least a round or so to get down the rhythm and then a lttle longer to understand the strategy fully

What was the most frustrating moment or aspect of what you just played? When people do dumb moves that mess up you taking the hand is frustrating

What was your favorite moment or aspect of what you just played? I like guessing games and it’s satisfying when your strategy works out

Was there anything you wanted to do that you couldn’t? Not really, it’s a well thought out game that didn’t feel lacking

If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? The way scoring is done is kinda of silly even though i don’t mind it but you could simply just write down the number of score

Is this a game you would play again? Yes, because I like card games and this is an intriguing fun team game where the point is to win (I also had a good partner so we won)

Analyze the game using the 3 act structure. 1- the beginning where you deal and reveal the trump card 2 – playing 5 rounds (you have 5 cards in your hands) 3 – putting down the score and reshuffling the deck to start at 1 again

What are the collaborative and or competitive aspects of the game? Collaborative because you are on teams and have to work together to win a round and try not to subvert your partners strategy and competitive cuz it is a definite winner at the end

What is the game’s metaphor and which of the game’s mechanics standout? There’s not really a metaphor for this game since it’s regular cards, but I like the mechanics of guessing and strategy for trying to win a hand with the highest card value.

Homework Questions

Madison Hurst

[Game name] is a [category of] game in which [the players or their avatars] [do or compete or collaborate for some goal] by [using tools the game provides them].

Lights Out is a card game in which the players have to hold their card up on their face without seeing what it is and have to guess what number it is. The only trick is the person who is the farthest from their number will have a restriction or punishment (by adding the amount of cards to their deck they are trying to get rid of in order to win.) The tools needed is a deck of cards.

Heist is a board game/card game in which the players chosen con artist avatar have to compete against other players as they compete to get 1 million dollars out the bank by using various cards/game pieces that could help them or hurt them.

Battles of the Forest is a board game in which the players get to choose a unique/mystic animal that could potentially lead them to victory through their superpowers and by points systems. The game provides benefit cards and natural selection cards.

Cups is a board game that includes cup stacking in which the players have to stack the cups into a pyramid and back down in order to roll the dice and move their piece across the board. The faster you cup stack, the more chances you get to win.

Nothing But the Truth is a card game where the players have to say how much money was on the card they pulled, but they only issues is they could be lying. Each person is trying to get to a certain amount of money without getting caught by other players. If you are caught then you have to subtract the amount you said from your balance. The tools needed is a designed cards for fake money.

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.

Reading Question Sets

Question Set 1

  1. What Mechanics would you like to use for a game with a theme that revolves around being the size of a nanometer? I would want the mechanics of the game to focus on how you can use your environment to your benefit or just simply interact with it. Including things that would affect the player the size of a nanometer would be light/heat rays, water molecules, and other particles that would hurt or benefit the player.
  2. Who are you making games for? My target audience for the games I make would probably be older children and young adults.
  3. Who will be your play testers outside of class? My roommates, boyfriend, and boyfriends roommates will probably be my play testers outside of class. 

Question Set 2

  1. Can you think of a game you were able to play without referring to the rules? A game that comes to mind is the game WAR with a traditional deck of cards. The only rules are whoever has the highest card takes both and whoever runs out of cards first loses. 
  2. How do you define what a game is? I define a game as any type of play weather that involves cards, dice, imagination, etc… A game also consists of a set of rules to follow with multiple solutions to a specific goal. 
  3. What features can make your games more intuitive? Having clear and consistent rules would make my games more intuitive for the players. Also, having a clear goal along with simple controls/ pieces/ cards for a player to easily understand and interpret. 

Question Set 3

  1. What was your gateway game? What do you play to introduce others to gaming? My gateway game, specifically speaking of card games, is probably 500 Rummy. For me, it was easy to catch on and smoothly play. I normally use 500 Rummy to introduce card games to others because it is pretty easy to explain and understand. 
  1. What features do gateway games share? Gateway games all share features like simple rules, short playtime, and low complexity. All these features are in gateway games so players aren’t overwhelmed, 
  2. What are the 10 beautiful mechanics and what should you aim for on your own? Kingmakers Noblesse Oblige, BattleTech’s Heat, Set’s Set Making, Magic’s Card Tapping, Battle Cattle’s Cow Tipping Rule, xXxenophiles Popping, Bohanza’s Hand Order Rule, Mississippi Queen’s Paddlewheels, Time’s Up?’s Communication Breakdown, Domino’s Constant Shuffling. After reading, I realized that I need to aim to include rules that spark imagination, drive interaction, and make players want to play immediately. These mechanics feel like they shape the experience themselves, becoming part of the story rather than just a process.

How does luck and strategy factor into game play? Luck and strategy factor into game play because the player has to play their luck strategically. For example, poker is very luck heavy, but the players have to strategically think about how their cards work with the cards presented, and they have to strategically bluff/gamble with whatever cards they were dealt. It adds an unknown aspect and luck can let any player have the chance to win.

Game Response – Forbidden Island

Was it fun?

I didn’t really like the game, but to be fair we were in a rush to get a round in before class was over. So, I don’t think the game got a fair chance.

What were the player interactions?

Like pandemic, players had to communicate with each other to try and beat the game. They had to interact to figure out the best moves to make, use their character abilities, and cards that they should trade/save. 

How long did it take to learn?

It did not take too long to learn because it was very similar to pandemic, which we played right before, so I would say maybe 10 minutes for setup and direction reading. 

What was the most frustrating moment or aspect of what you just played?

There were no frustrating moments to the game. Everything was pretty easy to understand, set up, and play. 

What was your favorite moment or aspect of what you just played?

My favorite aspect was the visuals of the game. I enjoyed the theme of the game, along with the tiles, cards, and little statues that went along with the theme.

Was there anything you wanted to do that you couldn’t?

There was nothing in the game that I can think of that I couldn’t do.

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

from the experience, what would it be?

I think it would be nice to add a board to organize everything and include small markers for the “water level” (how many Forbidden Island cards you draw), rather than using the piece the game currently comes with. I think this would add to the visuals and vibes of the whole game.

Is this a game you would play again? Yes _____ No ______ Why

I would like to give this game another chance because I think I could enjoy it the same way I enjoyed Pandemic.

Analyze the game using the 3 act structure.

The first act was establishing/ understanding everyone’s roles and special powers. Along with the set up of the tiles of the forbidden island and what parts are already sunk. The second act is unflooding parts of the island, collecting treasure, and making our way to the helicopter/landing tile. The third act is collecting all the treasure and escaping the forbidden island before the island floods, but we did not get to finish the game to reach the third act.

What are the collaborative and or competitive aspects of the game?

The collaborative and competitive aspects of the game were very similar to pandemic where the players have to collaborate and use each other to try and ultimately beat the game. As for competitiveness the players are just competing against the game, but there wasn’t as much immersiveness in this game compared to pandemic. 

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

The game’s metaphor is escaping an island before it sinks, while also collecting treasure along the way. The mechanics that stood out were the flipping of the tiles and the movement options (front, back, and side to side). Without these mechanics, the game would lose both its tension and purpose.