Who’s That Artist? Podcast Ep. 1

What’s going on guys. Just a brief overview on the podcast linked to this post. Through it, although not too long of a listen, I give a background and comparison between three artists: Natalie Bookchin, Wafaa Bilal, and Rafael Farjardo. Hope you enjoy!

What would I have changed? (Post-Final)

After the final day of class, there are still things I hope to improve, or wanted to do that I didn’t get around to doing. My initial idea for a ruleset was to provide the players with a better experience via a video version of the game being played. They would open the card game box, and on the inside of the box would be a QR-code that they could scan and watch a video on the rules of BrainyAct, rather than reading through a bunch of boring words. Also, the final version of the cards came out pretty well, but two things I wanted to change. One was the finish on the cards, or the physical feel of them. I wanted them to be heavier, and almost metallic which I can still do. And second, I wanted to take the feedback from my testers and expand on the design of the card on the front of the card where the question is. I think I can still work on this; I can definitely see this game being played by people around the world.

Final Class Notes

Today marked the final class. Although not much to talk about, I did end up making minor changes to BrainyAct to provide for a better experience. I ended up printing a graphic for the rule set with the brain pattern on the back of the card onto a full sheet of paper for the ruleset. I went into photoshop and put the ruleset on top of a lowered opacity brain pattern to provide with easier legibility. Overall, I think the feedback was great, and plan on revising and improving the game still.

Mia Game test notes BrainyAct – 4/17

  1. What did you think of the colors/aesthetic? would you change anything? were the colors fitting of the question type? yes, the colors were fitting for each category
  2. Would you be open to experiencing a video as a ruleset instead of a written, lengthy ruleset? Why or why not? yes, it would be fun and more interesting than any other game
  3. Was the 2 minute sand timer enough time? If not, what do you think it should be instead? Yes, it was a good time.
  4. Did you enjoy the red bolt category (actions)? Do you have any recommendations for actions to add or ones to adjust? Why? Yes, I loved the tic-tac-toe because it was a strategy game and was cool playing against the clock
  5. Would you recommend this to a friend? Would you play the finished version/play again? Yes

Luke Game test notes – BrainyAct V2

  1. What did you think of the colors/aesthetic? would you change anything? were the colors fitting of the question type? I really like the backs of the cards – maybe stylize the fronts a little.
  2. Would you be open to experiencing a video as a ruleset instead of a written, lengthy ruleset? Why or why not? Absolutely, I think it’s good to still have written rules but a video would help.
  3. Was the 2 minute sand timer enough time? If not, what do you think it should be instead? It was the perfect time.
  4. Did you enjoy the red bolt category (actions)? Do you have any recommendations for actions to add or ones to adjust? Why? I really liked them, but make sure people know they’ll need paper and a pen.
  5. Would you recommend this to a friend? Would you play the finished version/play again? Absolutely

Reflection of BrainyAct V2 – 4/17

As I said in my last post, I decided to test BrainyAct again today. I think it went very well and overall felt smoother. I had Mia and Luke play today to allow for another set of new people to experience it for the first time. On that note, I did contemplate if time allowed for it to test with Shane and Ben again to see how speed of play improves with familiarity, but unfortunately I didn’t get the chance to. However, Luke and Mia seemed to have fun and gave great feedback on my second test of BrainyAct.

I will upload separately their responses to my questionnaire, but here I will reflect and comment further on what I may change, what I did differently today, and why I think it went better today then last time.

In my opinion today’s test went better overall due to a couple of things: 1) my cleaner look to the cards as I mentioned earlier. I think this allowed for the system of the game to run as it should rather than people being stuck on the functionality of the playing cards. 2) prior knowledge. Today I overheard others testing their games, giving insight to their testers prior to playing the game. Even though I remember Ames advising us in Game Design 1 not to do this, I figured in my second test of the game it was valid to give my testers a little bit of background on the game so they aren’t totally lost playing. So, prior to starting I briefly explained the rule set and what the colors in my game denote. On top of this, I gave a comparison on what influenced my game design, referencing Trivial Pursuit and Taboo.

After taking pictures, looking over gameplay, and overall having a good time testing, I decided that a couple things may be helpful. I think that adding into the ruleset a tips category or a line somewhere in there that references time and the lack of it that you have is important. What I mean by this is that I found that even after reaching the target goal of 3 cards in a category, the testers were continuing to take part in questions in a certain category they had already completed.

I think the next step is to make these revisions and work on the ruleset video I was mentioning prior. I think it would be really cool to use a QR code engraved into the inside of the box that pulls up a video rule set rather than a lengthy written one. This would allow for users to feel engaged and actually understand the rules rather than feeling the need to read a whole bunch.

BrainyAct Update – Class 4/17

Today was productive as usual. I decided to test again, which I will discuss in an additional post, and made some improvements to the overall experience that comes with playing BrainyAct. I started by reviewing the last test and the first prototype of cards I used. My first version was very make-shift, using two pieces of paper and simply stapling them together to get something testable together. Today, since I wanted to revise, improve, and ultimately test a more clean looking game, I decided to type up the questions and answers directly onto the cards in Photoshop and print them to make them more legible and professional looking. Also, I printed onto the back the brain pattern so that they are slimmer and easier to shuffle rather than stapling, gluing, or attaching the two pieces of paper. I think this provided for better gameplay as well.

BrainyAct Feedback/Questionnaire

I wanted to be unique with my feedback and create a questionnaire myself with my own questions that I was wondering specifically, on top of the questionnaire that Ames already provides to everyone during a play test. I asked everyone:

  1. What did you think of the colors/aesthetic? Would you change anything? Were the colors denoting the type of question properly?
  2. Would you be open to experiencing a video as a ruleset instead of a written, lengthy ruleset? Why or why not?
  3. Was the 2-minute sand timer enough time? If not, what do you think it should be?
  4. Did you enjoy the red bolt category (actions)? Do you have any recommendations for actions to add or ones to adjust? Why?
  5. Would you recommend this to a friend? Would you play the finished version/play again?

Shane’s Answers

  1. I like the idea of having categories/colors. I think stating the color of the card could make the game more interesting/add more strategy.
  2. A video ruleset would be nice. Seeing the game played out is always easier than reading.
  3. I think the time was good. It never felt too short and never felt too long either.
  4. I thought having actions was a fun way to spice things up. Having more active ones could be fun and make managing your time more interesting.
  5. I would recommend this. I had a fun time and it felt competitive the whole time. It was a good mix of fun and educational.

Ben’s Answers

  1. I think a various color boxes (red, yellow, green) for correct answer to fill and a reward of a meaningful object(s) (like Beatstar).
  2. I think both are fine since I saw the written rules are organized; video is a bonus for fun exploration.
  3. I think it’s a fair amount.
  4. I enjoy it since it’s a mission trivia for fulfill the level of striking signs.
  5. I would recommend for video game designer field and students since this mechanics are very towards the video game reward system.

Shane Ames’s Questionnaire

  1. What was the most frustrating moment or aspect of what you just played? Some questions I had zero idea on the topic, but I’m not sure anything could be done to help that.
  2. What was your favorite moment or aspect of what you just played? The competitive aspect of trying to get enough cards was a lot of fun.
  3. Was there anything that you wanted to do that you couldn’t? I would have liked to know the color of the card I was being asked.
  4. If you had a magic wand, and you could change, add , or remove anything from the experience, what would it be? Know the colors easier for more strategy
  5. How was the play experience changed since the first play test? n/a
  6. Is this a game you would play again? Why? Yes, mentioned on other sheet.

My response to user feedback

I think a lot of what Shane and Ben said is valid. I was already thinking about a lot of their concerns and questions such as the color of the cards and potentially playing around with the concept of changing the back of the color to whatever color the bolt is on the front of the card. Given that the user answering doesn’t get to see the question/answer side, it makes sense to change this so they have an idea of at least what kind of question they are going to be asked. Also, I’m glad that both of them thought the time given (2 minutes) was good because that was one of my main concerns given the variety of questions/actions on the card.

Clay added some insight as well. He was talking to me about explaining the answer to the person answering if they answer incorrectly. In the play test I left that open ended to see what the users would do when answering incorrectly. Would they be curious and ask what the answer was? Or would they simply fall into a cycle of confusion? Unfortunately it was the latter. This wasn’t the end of the world, but I edited the ruleset to explain that and even added in the house rules section an optional hint section.

Ames talked to me about my blue bolt section. Some of the questions weren’t necessarily “general knowledge”, so I changed this section to be classified as “Pop Culture” to give me some leeway in that regard.

Lastly, from just observing, I found that I wasn’t specific enough about who was flipping the tube and who was picking the card. In most card games, if it is your turn you are the one picking the card. However, in this game, since the answer is on the card, the person not actively answering (the person who’s turn it is NOT) is the one picking the card from the deck to read to the other. That means that the player that is actively answering is the one flipping the sand timer.

BrainyAct Updated Rule Set

(2+ player game)

Components: XXX (tbd) Question and Answer Cards, One 2-minute Sand Timer

Objective: BrainyAct is a card game designed for a fun, educational, interactive group experience. Be the first to reach 3 correct answers in each category. The first person to correctly complete three actions, three science questions, three pop culture questions, and three geography questions wins!

Setup/Gameplay: Make sure the deck of cards is shuffled sufficiently. Once shuffled, place the deck in the middle of the group playing. Youngest player goes first. Players will take turns picking a card from the top of the deck. It is IMPORTANT that the player that is answering flips the sand timer, and any player not active is looking at and reading the card to the active player, preventing the active player from seeing the answer. Complete as many cards as possible in the 2 minutes. Once your 2 minutes is up, it’s time for the next players’ turn. You can even play in teams of two, asking your partner the question, or against anywhere from two or more players.

Correct Answers: Correct answers are listed on bottom of the card upside down. If a player answers the question correctly, they get to keep the card and form 4 different colored stacks in front of them, creating a total of three cards in each stack to win!

Incorrect Answers: If you answer a question incorrect during your turn, the card gets shuffled back into the main deck. However, before doing so, as the reader, make sure to read off the answer to the player who answered incorrect to promote a learning environment for all!

House Rules: At the beginning of the game, players should decide whether they are allowed multiple guesses per question or if there is only one guess per question. Also, decide how accurate answers need to be. For example, if a question card asks, “Which country is the state Pennsylvania in?” and the answer is “The United States of America” and a player states “the U.S.” is that an acceptable answer? A skip option is something that should be declared at the beginning of the game as well. Lastly, players can decide if they want a hint or not after a certain amount of guesses. For example, if after three guesses the player is stumped, feel free to give a hint!

Colors:

Red Bolt: A red bolt denotes an action. Players will have to complete a physical task to earn the card! 

Yellow Bolt: A yellow bolt denotes science! Make sure to channel that inner Bill Nye!

Blue Bolt: A blue bolt denotes pop culture. Examples include questions about the internet, the Olympics, and M&M’s!

Green Bolt: Last but certainly not least, a green bolt denotes geography questions! Do you know your countries? We shall see!

Class 3/20

Another productive class today. I completed my to-do list of writing the rule set for BrainyAct, printing and assembling a prototype, and completed my first play test. I also got a lot of good feedback from Shane, Ben, Clay, Prof. Ames and Prof. Jones. I think BrainyAct is coming together nicely. I need to tweak a couple things here and there, but I like where it’s heading and truly believe it has production potential. It will 100% be in my portfolio and I think documenting the process will be fun.

Class 3/13

Class today was productive. I worked more on color theory and the overall aesthetic for BrainyAct. I found that the best look is to go with a black and white color scheme and have the colorful aspect of the game be associated with the types of challenges that come with the game. I originally experimented with primary colors (red, blue, yellow) with the addition of a bright green. However, after looking at the concept art and mockups, I decided to go against the brighter colors and instead chose a pastel color scheme for the same colors. This gave the look a more unique feel and made the game feel better art-wise.

Next week I plan on elaborating on the experimentation I did and begin to test the game mechanics. Until then I will be working on making at least 5 challenges per color category and do some user research/testing while doing so. I think this would be a good addition to the portfolio as well.

Brainy Act

The game I am working on currently is called Brainy Act. If you have ever seen minute to win it, played heads up, or pictionary, then you would love this game. The idea is that it comes as an app and a physical stack deck, with cards that ask a user to complete a certain activity in a certain amount of time. The activity may be a physical action, or an intellectual challenge. An example could be, name three countries starting with the letters Li in under a a minute. The box would come with a timer that has a color that matches the color of the card. If the card is red, use the red sand timer. if the card is green, use the green sand timer. Each timer is a different amount of time 30 seconds, 1 min, and 2 mins. If on the mobile app, the timer will come up automatically. Users have the option to shuffle the deck to create a random order of types of activities, or don’t shuffle and pick which types of activities you’d like to focus on by separating that color.

I also did research, as I mentioned in my other post, about colors and what colors create what emotion in a user. This was primarily to get a better understanding of what color aesthetic I want my game to be.

I found that Red sparks Excitement, Energy, Passion, Action, Desire

White relates to Innocence, Pure, Simple, Hopeful

Orange relates to being Optimistic, Uplifting, Rejuvenating, Friendliness, and Fun

Black related to being Powerful and Sleek – used to market luxury products

Yellow directly correlates to Happiness, Enthusiasm, Friendliness, Optimism, and Confidence

Grey relates to Balance, Calm, and Secure

Green relates to Hope, Growth, Refreshing, Balance, Reassurance

Blue relates to Trust, Honesty, Authority, Serenity, Intelligence

Purple relates to Creativity, Spirituality, Individuality, Quality, and Royalty.

The key words in bold are representative of the things I look to show through Brainy Act. I want an exciting game through multiple different unique actions. A game that is simple, fun, and easy to learn for all ages. A sleek, elegant looking game that is a high end product. And of course, last but not least, creating a happy environment for all users.

I really look forward to seeing where this game can go. I think it has a lot of serious marketing potential, and people of all ages could have fun no matter the day or circumstances.

If you have anyone has any feedback I’d love to hear what you have in mind or any suggestions. Or if you have any questions I’d be willing to answer.

Class 2.28

In class today I was very productive. I got a large part of my game design concept down, researched a lot, and began to do some concept art. It’s been tough to try to catch up conceptually with everyone else given I missed two weeks, but I think I am getting there.

The thing that is intriguing about the last two weeks is we’re starting to think about all aspects about what the user will do and how they will interact. This is what I have been hoping for given it is the UX world I am interested in. I started to research about what colors make a user think what to start to conceptualize a color scheme for my game. Also, how long each activity in my game should take in order to give the best and most recurrent experience.

Game Ideas w/ Others’ Issues

  1. Ronan – Animal Rescue: scrolling game, animals are moving along and you have to use your grabber to click and grab the correct animals. If one slips past your run is done and you collect a score based on amount and type of animals saved. Speed increases with time and better score.
  2. Ben – Proper Postures: Similar to Operation, you’re tasked with a different person with different postural issues each round. You must fix them in the appropriate order by pulling and stretching with your mouse or finger (web vs mobile versions) or else you fail. Levels get increasingly difficult.
  3. Max – Formula Shortage: Formula is running out, you must collect as much as possible as fast as possible. But be sure to avoid the zombie babies that are trying to steal it from you. This format would be similar to Pacman, except instead of paceman, you’re a mother, and instead of ghosts, there are zombie babies that when you hit a token turn into regular babies for you to cross paths with.
  4. Ronan – Retirement Homes: the idea of this game is to make sure your old people don’t wander off. You must put them in their color coordinated houses based on the robes they are wearing. With time, speed does not pick up, but the quantity does, as well as the amount of colors. Start with blue red yellow, move on to all the colors of the rainbow.
  5. Max – Love: similar to cow clicker, come back each day to a website and click the heart on the character on screen. With time, the heart gets bigger and a story evolves. Eventually there is a spouse that joins, which you then have to click their heart as well. And then eventually a kid, and more kids, and they get married and have kids. You can go infinitely.

Issues Explored Through Games

  1. OCD – I mentioned it last week, but I truly think there are games that can both raise awareness and actively assist with those suffering from OCD.
  2. Lack of Creativity – video games allow for those who lack creativity to start to express themselves and find it within themselves.
  3. Lack of problem solving skills – for those who lack problem solving skills, video games such as Uncharted or the new Harry Potter Hogwarts video game allow for them to work through challenges to solve problems.
  4. Bio modification – although not quite an issue in today’s age, the idea of bio modification is very much a thought in many people’s minds. Games that involve such intrigue users and allow them to see the dystopian society that is created through such.
  5. Mental Health – games such as the Flower game we played on playstation in class help users explore the depths of mental health and could be described as a stress reliever.
  6. Privacy – games that discuss or surround the idea of the government invading the public’s privacy are interesting. Example: Watch Dogs 2
  7. Collaboration – games such as It Takes Two which one game of the year a couple of years ago at the game of the year awards involve working with a partner to beat challenges.
  8. Empathy – we discussed it in class briefly, but empathy is often explore in games. It is a very undervalued topic and often times not realized by the user.
  9. Bullying – I found a game called Whisper of a Rose that is about a girl named Melrose who is bullied in school and is surrounded by the idea of not feeling understood. The story involves her imagination and the sad reality that she will eventually have to turn back to real life.
  10. War – the obvious games that stick out about War include Call of Duty, Rainbow Six Siege or even Apex Legends to an extent. However, none of these really involve the idea or explore the depths of actual issues surrounding war. A good example could be This War of Mine. I found this game and it is from a new perspective that most would not assume a war game would take. It is from the perspective of a group of civilians besieged in the city rather than a soldier fighting the war itself. Many forget (within video games) the innocent lives involved in wars. It is not always about the two sides fighting with weapons.