Thursday, October 6, 2016

Notes from the First Round of Play testing






Made a lot of corrections. Fixed the design of the cards, took the field cards out and added terrain cards for defense purpose and added mana cards for currency. Revalued all the cards damage and price.
As well as rewrote the rules

Thursday, September 29, 2016

PnP Theme

The theme for my print and play game is magic dueling.

"Strategy is the key to succeed"

I plan to make it a deck building game and it would be a game that you could combine more than one deck to have multiple players at one time. A normal set will have enough cards for 2 players.

The set includes

64 - Spell cards
18 - Element cards
18 - Field cards

Each element card will have a coin icon at the bottom and the value will for each card will be 1.
players can use these card to buy powerful spells to use against their opponent.

The element cards will also have a value indicating how much damage it can do to the players opponent and each card will be color coded to match their element. EX. Fire = red, Earth = green, Water = blue, Wind = white, Lightning = yellow.

As for the field cards, these card will be drawn at the start of the players turn and they will be used during that round whether or not the player chose to attack.

The field cards will be label as different terrains and will give certain cards a power boost if played on the correct field.

EX. Great Lake field cards + Water based spells or the water element cards.

The spell cards will not only display how much damage it can cause but certain ones will have special abilities. These abilities will determine what kind of strategy the players must use to defeat their opponent.

Here are some abilities that will be found.

Healing
Trashing
Discarding

 Just like the element cards the spells will also be color coded.

Thursday, September 15, 2016

Game Brainstorming


Cat and the cucumber
Vampire slayer
Match that youtuber
Monster brawl
Battle mages
Video gamers vs board gamers
Fuck shit up
Planet capture
Alien maker
Garden Master
Fairy adventure



Witchcraft - ( deck building game ) Create spells to trump your opponents
Basic spells: Fire, earth, water, air
combine them to make better spells
trash cards you dont need with specific trashing cards
Reverse Edit Assignment

This assignment has helped me better understand film language than the film and narrative course I took last school year. It was easier to determine what was a tracking and what was handheld in a game trailer than in an actually maybe because since it was animation it was made to be a little more obvious where as in a live action film its not. Although drawing out the thumbnails of 20 consecutive shots was a pain, I learned a lot during this assignment and enjoyed it.

Tuesday, September 6, 2016

Wednesday, August 31, 2016


Deconstruction of a Print and Play Game

My print and Play choice was a game called Karmaka. The objective of the game is to reincarnate as many times until you have “transcended”. The core mechanics of the game is use cards that are known as deed cards to gain points toward reincarnation or to use the cards ability to ruin the other players. The space of the game is a small board that is known as the karmic ladder. You use player tokens to move up the ladder once you have enough points. The cards are the games objects and the points on each card are the attributes.



The resultant actions would how each player handles the cards. When a player has reincarnated, it mean that the player is out of cards in their personal deck and in their hands. The point of the round is to make sure that you have a future deck that you take with you to the next life. If you have more than six cards in the future deck, it will be hard for you to use up all the cards before the other players do.

The rules for the game are a little complicated, but once you’ve played a round or two it starts making sense. I had to keep the rules on hand the first time I played especially when it came to setting up the players personal deck and hand. One rule that makes gain point more difficult is a rule that says we are not allowed to use a card for its ability and its points.



This game definitely makes you think and strategize in order to win. You want to make sure that you have enough point to reincarnate, while at the same time making sure your opponent doesn’t have enough points or have any cards to screw you over. 


The role of chance in this game is definitely in the cards. You never know what cards you will get and you never know what kind of affect it will have on your opponents or what kind of cards they are hiding.


Sunday, August 28, 2016

Print and Play Games.

Having board games available as print and play, really makes it easier for those that are broke able to play those games.

My favorite game that I have played that had a print and play version was Card Against Humanity (CAH).

Link: https://www.cardsagainsthumanity.com/pdf/CAH_MainGame.pdf

The game was easy to construct and very easy to store. Although the cards can easily be damaged if not careful.

Two other fun games that has print and play versions are a deck building game called Star Realms and Epic from White Wizard Games. Although the print and play versions was only available during the kickstarting of the games;
I bought the finished game long before i know about the PnP version, but this game is a very mind challenging game. and can go in many different directions




Thursday, August 25, 2016

Interview with Shaun Ellis

1 What made you decide to be a concept artist?
     After graduating college I mainly worked as a 3D artist, usually doing environments. Most of the time the work would require me to do more than the normal tasks of a 3D artist (FX, Scripting, Concept Art), and I noticed that the other concept artists on those projects would be too busy to do concepts for environments, because they were doing characters, equipment, vehicles, etc. So I'd be doing my own concepts most of the time in addition to the other tasks. Eventually I decided that I should make my life simpler and just transition to doing specifically Concept Art since I was doing it so often anyway.

2 what was your second choice of position if being a concept artist didn’t work out?
     I suppose I'd just go back to doing 3D. Though I'm sure I'd find myself in the same position as before.

3 how did you get you first concept job?
     The first time I got hired as a "concept artist" specifically was when I was still a junior college. I wanted to start getting some working experience on a game development team before graduating so I had a better feel for it. I contacted a small indie team and offered my services, they needed a concept artist pretty desperately so I started working right away and did my work in between classes and after doing homework. I didn't take it too serious of a position because I wanted to still focus on school.

4 what do you like most about the job?
     I really enjoy how quickly I can go through different ideas, its faster to make concept art than anything else usually so I get to share my ideas and get feedback on improving things really quickly. Because of how fast I can work, and as long as I show initiative I can be a part of major brainstorming sessions and have more of a say about what goes in the project. 
     
5 what are some hardships you had to face during a job?
     The biggest difficulty for me is whenever a project has a lack of direction. As a concept artist a lot of times my work is used to direct other members of the team about what specifically things look like, if I'm getting no direction as to what I'm supposed to design and how it's supposed to be used in the game then it's shooting ideas into the dark and most of the time the idea gets rejected.

6 how long would you spend on a piece?
     Depends on the piece. A simple prop would be no more than an hour to have a handful of designs made, an environment or character design could be an hour or two (possibly more if really complicated). If I'm doing something meant to be a marketing image then I could spend a whole day or more working on it to make sure it looks nice enough to display to the public.

7 what is it like working with a team?
     Every team is different, but it always requires good communication skills to succeed, and a willingness to take the initiative sometimes if there's a hole in the team no one is filling. So you'll have to get used to working outside your comfort zone sometimes.

8 what was your favorite piece and why?
     I don't really have a favorite piece. I just try to find whats interesting about the current thing I'm working on and try enhancing it, or if I can't find something interesting then I try injecting what I'd find interesting into it.

9 what kind of concept art is your specialty, environment?, creature?, character?
     I tend to specialize in props or environments, characters are also pretty common but it depends on how many characters are in the project. Characters tend to go through the most revisions, so you might find that concept artists do a lot of character simply because of that fact.
 
10 which was your favorite company to work with? 

     I tend to work with smaller companies, but currently I enjoy doing work with SVA Games. The people there tend to be pretty good at communicating and know what they want but are very much open minded to any ideas people have.

https://docs.google.com/presentation/d/1fbEONHDKL_PSdx2ghjG-5lfbOYqfjIMXibUDcePKIfs/edit?usp=sharing