
IK this is lo-res. Imma have to touch this up but this is def my logo concept, works with all my art as a signature and the name of the main character I voice act in my animated film

design courses, syllabi, schedules, resources and policies
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.
The expressive power of video games
Reading Responses
Goals:
Mechanics:
BTS Workings:
Game Concept:
Parentified is an interactive narrative game exploring the experience of children forced to grow up too fast in households where adults are emotionally absent or overwhelmed. Players navigate daily crises, manage household responsibilities, and handle the emotional labor of caretaking, experiencing the constant tension between competence and neglect. Based on That Dragon, Cancer (emotionally-driven interactive storytelling).
Game Concept:
In Case You Didn’t Know is a narrative-driven social simulation that immerses players in the emotional labor of constantly justifying their feelings. Players navigate interactions with friends, family, teachers, and bosses, balancing honesty, self-advocacy, and emotional preservation. The game focuses on empathy, fatigue, and the invisible effort of being believed. Based on Undertale (empathy-driven social interactions, consequences without failure).
Game Concept:
The Spoon Tax is an interactive simulation that explores the concept of limited mental bandwidth and the everyday cost of emotional and cognitive labor. Players live a day in the life of someone navigating mental health challenges or chronic fatigue, where even basic tasks, such as showering, texting, eating, and leaving the house, require energy that feels disproportionately high. All the while losing spoons until you realize it’s 10 AM and you have no spoons left. Based on the “Spoon Theory” in disability and mental health communities
Game Concept:
You Don’t Look Depressed – 20 Questions Edition is an interactive social simulation that explores the invisible struggle of high-functioning mental illness. Players navigate a day in the life of someone whose external life appears perfect: school, work, and social obligations all checked off, while internally every task and interaction drains energy. NPCs “guess” about the player’s well-being through yes/no/neutral questions, mirroring the 20 Questions mechanic, while players balance honesty, energy, and credibility.
Game Concept:
Family Group Chat (based on Heads-Up) is a social simulation that explores the emotional tension, passive aggression, and hidden rules of family digital communication. Players navigate a group chat where every message, emoji, reaction, or read receipt can escalate or de-escalate conflict. Silence itself is a strategic choice, and timing is as important as content.
Hey found this article that I found useful for the class about designing games:
Martin, A. (2021, July 10). Designing games for change. Good Thinking. https://medium.com/good-thinking/designing-games-for-change-110fc443ef8e
Summary in Bullets:
The McDonald’s Game
Monopoly Game
CoolSpot
Painstation:
It was fun to watch people play this game since I didn’t have to participate in it, but I don’t think it’s a game I would actually want to play myself.
It seems like a pretty easy game to learn and grasp.
The most frustrating aspect seems like it would be getting shocked or burned.
I feel like I would need a strap to hold my hand down on the machine otherwise I would just continuously pick my hand up.
No I don’t think i would play this game.
The game setup is to stand on opposing sides and place your hands on a marked area. You then play a game of Pong against your opponent and any time you miss the ball there is pain administered.
The competitive aspects are to play pong and win against your opponent and hopefully not receive the most amount of pain. Or maybe for some people the competitive aspect is to survive the most amount of pain before bowing out.
The game’s metaphor seems to be to experience the physical pain of losing combined with like a style of pain reinforcement for repeated losing. The clear standout mechanic is the fact that it is putting its players in physical pain while playing.
I thought it was Pong.
But it’s actually pain.
Ouch. Ouch. That’s hurting.
Townscaper:
Yes it was fun, I could play it for hours.
You could interact with colors, the water, and other buildings once you have them.
It doesn’t take that long to learn, the only real mechanic is clicking.
The most frustrating aspect was figuring out how to undo something.
My favorite aspect of the game were the colors and sounds.
I kind of wish that people and more animals would pop up once you build up enough of the city and they would just wander around and make other calming noises.
I would add the people and animals if I had a magic wand.
Yes I would definitely play it again,
I don’t really feel like there is a 3 act structure for this game since there is not real conflict or resolutions for it. And There aren’t any collaborative or competitive aspects for it either. It’s just a calm, chill, time-passing game.
As a metaphor it feels very much like a zen garden or like a limited virtual LEGO set but there is no real deeper metaphor or something that it’s trying to bring awareness too, that I’ve found.
There is nothing here
Oh look! I’ve built a small town.
It’s no good. Start Over.
Calvinball
Calvinball was fun, but very low energy for what I feel like Calvinball is meant to be.
Player interactions included throwing a ball around and making new rules for the game.
It’s easy to learn but since new rules are always being added and the game is always changing, it is a continuous learning process and can be a lot to juggle while trying to keep the rules in mind.
The most frustrating aspect was trying to come up with new rules on the fly when you got the ball. My favorite aspect was hearing other people’s rules.
The nice thing about Calvinball is that if there is something you want to do you can just implement it as a rule or just do it because the only rule of Calvinball is that it can’t be played the same way twice.
Yeah I would play Calvinball again
The setup is to create yourself some rules for the start of Calvinball, the confrontation is the constant reinvention or competing rules and gameplay, and the resolution would be when the game ends through some ridiculous rule, point system, or players lose interest.
I think the collaborative and competitive aspects are essentially the rule making because you have to make rules up as a whole in order to establish the game but you can make a competitive rule that gives you an advantage over other players. If you have more than 2 players you could have collaborative aspects where multiple people team up with the rules they create to form an alliance to win.
I think the game as a metaphor wants to be a commentary on creative freedom and a rejection of traditional, arbitrary, rigid rules for how people want you to live your life.
Differs every time.
How can I make myself win?
Is that a tiger?
The McDonalds Game
I kind of love like a real world involved game scenario where you have multiple different aspects to keep track of in order to succeed, so in theory it is fun in that aspect because I like trying to run a fake successful business, but it’s also just so fast paced and chaotic and I was struggling with some of the game mechanics working well which made the game more frustrating for me.
The motivating factor that gets me to keep playing is kind of the need to make a successful business and try to keep the customers happy, while still engaging and learning about all the unethical practices that these kinds of large corporations engage in.
I feel like the game is pretty good at being persuasive, the little popups that happen that frame why people are unhappy or protesting your business are educational in a satirical way and give you a lot of things to think about the way the world works.
The games metaphor is to draw attention to the unethical and destructive nature of large fast food corporations. The game mechanics that standout to me are the options to like bribe local politicians or advertise to certain groups that are more easily persuadable than others, or the ability to feed or not feed diseased cows to other cows, or customers.
Let’s be ethical!
Oops someone ate a sick cow.
Now my monies gone.
Intergroup Monopoly
It was kind of fun because of the people you play with but since Monopoly is already kind of tedious and contentious game it was a lot less fun than a normal game of monopoly and it makes the game run a lot shorter than normal.
I think there are only really motivating factors for the people who get to play as the middle class white man or the 1% because you have such a bigger advantage over everyone else. It’s not very motivating to play as the female or minority character unless you enter a state of determination to try to beat the odds.
I think it’s pretty persuasive with the message it’s trying to get across. The point of the amended rules is to point out the issues with wealth inequality and how certain groups of people in life have an easier time getting ahead because of certain advantages they are born with or given throughout life.
The game mechanics that standout out are the amended rules for players 2, 3, and 4. having to pay an extra 50% for properties or only being able to buy properties under $100 which is only like 2 spaces on the board. Only being able to move half your roll for a female, or going directly to jail as a minority if you roll higher than a 7 or if you can’t afford to pay another player or the board.
It’s Monopoly
Oh no wait! This is too real.
Now my monies gone.
What made the experience fun or not?
I didn’t have much fun with the game because i got the role of the minority. Like I said at the top of my post, this rleset basically made the game umplayable. I spent most of the game in jail and not actually buying properties or even paying other players. The other rules gives you a huge advantage as to where the winner is basically set from the start of the game.
What is the motivating factor to get or keep players playing?
For me at the start I wanted to play to try and win with this handicap that was gives, but soon into the game I got bored. Im not sure how the others felt playing with the super buffed roles, but I can;t imagine it was that fun because the game would seem too easy.
Is the game persuasive, and what is it trying to get you to do outside of the game?
This game is persuasive in the sense it wants you to understand how other people have it in the real life world. It tries to put you in the shoes of more or less fortunate people to try and get you to understand how other peoples lives run, whether they be easier or more difficult.
What is the game’s metaphor and which of the game’s mechanics standout?
I would say the metaphor is that not all people have it equal and that some people have to work hard just to get by, while others play with that kind of money for fun. The biggest mechanic is the rule set that have each player trying to succeed in different ways.
Describe the game in 3 sentences or in the form of a haiku.
This game is unfair
no matter what you do here
minorities lose
What made the experience fun or not?
I didnt really have fun with this game. I havent played many old games so maybe this game was well made but it felt super choppy. It was super simple which made it kinda repetitive, and the screen was so small you could barely see what was coming ahead of you.
What is the motivating factor to get or keep players playing?
I guess the motiviating factor is to win the game and get points, but it seems kindof simple to have any acheivement in complelting it.
Is the game persuasive, and what is it trying to get you to do outside of the game?
It’s persuasive in the sense it wants you to go and drink 7up but they don’t do a good job of it. The game has nothing to do with the product and they just slap their logo on a game.
What is the game’s metaphor and which of the game’s mechanics standout?
The metaphor is to buy their product i suppose. THey try and have you kill enemies and collect coins but that doesnt have anything to do with their product, so im not sure their relation.
Describe the game in 3 sentences or in the form of a haiku.
a common rip off
game is lazy and the ads
are not related
What made the experience fun or not?
I actually didn’t hate this game. It had some layers and was actually related to mcdonalds. You had to run the farm and the company/advertisement type things, which gave the player alot to do. The game was decently fun because it wasn’t rinse and repeat and there was an actual challenge.
What is the motivating factor to get or keep players playing?
The motivation is to have your mcdonalds company be succesful and not go bankrupt. Players keep playing because they want to succeed.
Is the game persuasive, and what is it trying to get you to do outside of the game?
The game has to do with mcdonalds so it puts that in the players mind, but at the same time it shows the killing of cows and gentically modified soy as well as bribery. This puts a little negative tone towards mcdonalds which can effect the player’s opinion.
What is the game’s metaphor and which of the game’s mechanics standout?
The metaphor is that there are multiple different factors in order to succeed, and that sometimes you have to sacrafice quality and health in order to be finacially successful.
Describe the game in 3 sentences or in the form of a haiku.
farm cows and soy fields
talk to corporate people
succceed and make money
What advergames have you played? Did they influence a purchase outside of the game? I played the cool spot. It did not influence me to play the game because it wasnt very persuasive. The goal of the game does not have anything to do with 7up and there wasnt anything during the game that implicitly or explicitly said “go buy 7up”.
Why do the advergames ”tooth protector” and “escape” work? What makes ”chase the chuckwagon” and “shark bait” fail? “Tooth Protector” and “Escape” work because their gameplay directly represents what the product does or values. “Chase the Chuckwagon” and “Shark Bait” fail because the gameplay has little meaningful connection to the brand.
What does volvo’s “drive for life” accomplish? Volvo’s “Drive for Life” reinforces the company’s focus on safety through careful driving mechanics. The game persuades by rewarding responsible behavior rather than showing ads.
What company used in-advergame advertising ? Coca-Cola used in-advergame advertising by placing branded elements inside games. The advertising exists within the game world rather than being the entire game.
What was one of the first home-console advergames and what beverage was it for? One of the first home-console advergames was Pepsi Invaders for the Atari 2600. It was created to promote Pepsi by positioning Coca-Cola as the enemy.
What makes “the toilet training” game sophisticated and do you agree? “The Toilet Training” game is sophisticated because it models real behavior through gameplay systems rather than simple rewards. I agree because it persuades through process instead of just visuals or branding.
What do advergames and anti-advergames have in common, and what principles do they share? Both advergames and anti-advergames use gameplay rules to persuade players. They share the principle of procedural rhetoric to communicate meaning.
Intergroup Monopoly
What made the experience fun or not? It was fun for me. I was Player 1 who was the middle class white male. This meant that all the rules for Monopoly were normal and I did not have to follow any special rules like the other players did.
What is the motivating factor to get or keep players playing? I think the motivating factor for me would be the incentive to watch the other players fail. The other players were all at a disadvantage and were rarely given any advancements.
Is the game persuasive, and what is it trying to get you to do outside of the game? Yes the game is persuasive because it is attempting to demonstrate the what the real world is like for middle class white males, females, minorities, and the one percent. Outside of the game it is trying to make you see how the real world functions and maybe help others that arent as fortunate as you or to strive to be at a better place than you are currently at.
What is the game’s metaphor and which of the game’s mechanics standout? The games metaphor is, Thats life. The mechanics would be to buy properties, spend money, role die to move your player, try to stay out of jail, negotiate properties, and dont go bankrupt.
Describe the game in 3 sentences or in the form of a haiku. role the die to move. properties equals money. dont go bankrupt.
The Mcdonald’s Game
What made the experience fun or not? I didnt enjoy it because I found it hard to make money.
What is the motivating factor to get or keep players playing? The motivating factor to keep other playing would be the incentive to make money and become a successful company.
Is the game persuasive, and what is it trying to get you to do outside of the game? Yes the game is persuasive. It is trying to show you the behind the scenes to making McDonald’s a successful company even if success means you need to be unethical.
What is the game’s metaphor and which of the game’s mechanics standout? Success doesnt come easy. The mechanics that stand out would be farming, killing cows, making business plans such as bribing politicians and healthcare workers, tell children what is good for them, and hire workers at McDonald’s.
Describe the game in 3 sentences or in the form of a haiku. farm land and kill cows, make lots of business decisions, dont go bankrupt.
Cool Spot
What made the experience fun or not? The game was not fun because it was very old, the graphics were bad, and the general game was boring. There wasnt enough for me to do to become entertained.
What is the motivating factor to get or keep players playing? The motivating factor could be to make it to the end of the level and collect red dots for points along the way.
Is the game persuasive, and what is it trying to get you to do outside of the game? The game is not persuasive and doesnt try to make me do anything outside of the game.
What is the game’s metaphor and which of the game’s mechanics standout? reach the end of the level, kill enemies along the way, collect red coins for points, jump, run.
Describe the game in 3 sentences or in the form of a haiku. very simple game, dodge enemies get coins, finish the level.
Lego Online Games, Minecraft, Five Nights at Freddy’s. Now I haven’t played these in years as a kid I always wanted the toys and merch to go along with these games and franchises. To this day I still purchase Lego’s and I went to Halloween Horror Nights Orlando to go see the Five Nights and Freddy’s house to fulfill my childhood.
In Tooth Protector the player protects teeth from germs and sugar. The act of playing already teaches that teeth are fragile and must be cared for just like real dental hygiene. In Escape Work you must plan, react quickly, and survive a disaster. This mirrors real-life emergency behavior. The game models the correct actions, not just explains them. They fail because the gameplay has nothing to do with them. These games use branding as decoration, not persuasion.
It persuades players that safety is a skill and responsibility, not just a feature. Practicing safe driving through your gameplay could either persuade good or bad decisions on the road depending on how you drive.
7-Eleven used in advergame ads inside games placing branded products directly into gameplay rather than building a game around them.
Pepsi Invaders, it was a modified version of Space Invaders made for Coca-Cola sales reps, where players shot the word “PEPSI.”
It is sophisticated because it uses symbolic actions rather than direct branding, reflects cultural pressure, shame, and control, and persuades through systems, not slogans. I agree because I think it’s sophisticated because it expresses a social argument, not a commercial one.
Both advergames and anti-advergames use rules, systems, and player actions to persuade through procedural rhetoric meaning the game’s mechanics make the argument. The difference is that advergames promote brands, while anti-advergames use the same tools to critique corporate power and social systems.
Monopoly (The Simpsons)
What made the experience fun or not? No, Monopoly is not my favorite game. The spin on it is definitely interesting, but makes the chances pretty unfair. I was playing as the 1% and I had 10x more properties and money than anyone else.
What is the motivating factor to get or keep players playing? Maybe if I was playing as the minority I would be more motivated to get more money and more properties.
Is the game persuasive, and what is it trying to get you to do outside of the game? I wouldn’t say persuasive because it was very unfair for some players. I mean I could say it is persuasive in the terms of actual reality, because some of the roles are real world struggles.
The McDonalds Game:
What made the experience fun or not? I think it could be fun, the instructions are a little unclear though on how to navigate and get around the game. Although, I like the graphics and the concept of it. Reminds me of heyday in a way.
What is the motivating factor to get or keep players playing? Keeping the business alive and not going bankrupt, Managing the farm, the the cow factory, to the restaurant, to the corporate office. Managing all 4 can become a challenge so I think that becomes a motivating factor.
Is the game persuasive, and what is it trying to get you to do outside of the game?
I think the game is maybe trying to get you to want to go to McDonalds and make you think they have a good process behind their business. They want you to trust the business and buy more burgers from them.
CoolSpot:
What made the experience fun or not? No I think it seems kind of frustrating, the controls look hard to use and hard to see, probably from it being so old. I think if you know how to use the controls though it looks like a lot of fun and a good challenge.
What is the motivating factor to get or keep players playing? Moving forward on the map, killing the shell looking things, collecting more coins and points. The free roam aspect is kinda cool too you can go backwards.
Is the game persuasive, and what is it trying to get you to do outside of the game? Yes I think the goal is to make people want to buy 7 up , not really sure what the little bean thing is looks like the mascot maybe, but I think if you enjoyed the game your more prone to buy the drink.