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Page history last edited by Quincie Neale 7 years, 6 months ago



Rapid Physical Game Design and Prototyping:




Collaboration With: Kelia Murata & Julia Jones


Original Rules:

The purpose of the game is to be the last block tower standing. Each round you have the choice to either remove blocks from your own tower to make it more stable or force your opponent to build up theirs taller and taller until it collapses. Players must choose which to do before the roll of the d6 that will determine the number of blocks either added or removed from a player’s tower respectively. The base of the tower can only be 2x1 blocks. After blocks are placed they can’t be adjusted unless a 1 is rolled. If a 1 is rolled, you can either stick to your original choose to add or remove blocks or you can make minor adjustments to the top 2 layers of your tower.

If a 3 is rolled, the rolling player can either choose to stay with their original decision (to add or remove blocks) or can choose to hit the table once equidistant from both towers to try and knock over their opponents tower. However, the hitting players tower isn’t automatically safe, if both players towers fall they both lose, if only one tower falls that player loses whether or not they are the ones that hit the table.

Both players must start with 6 blocks. Both players roll to determine who goes first, highest number goes first.


ReDefined Rules:






Collaboration With: Richard Bui, Kelia Murata, Ben Efram, Alexander Cano McConnell, & Hanna Pardee


Original Rules:


  • 4 players separated into two teams, each team has

    • An Attacker

      • This player is blindfolded

      • They cannot speak or their team loses

      • They start out with their arms at their sides

    • A Watcher

      • Cannot go into play space, but can move around it

    • Watchers are paired with Attackers, one of each type on each team..



  • Hit the gut (front) of the opponent at elbow length.

    • E.g. elbows have to be bolted at the side



  • At the start of the game Watchers spin the opposing team’s Attacker and place them somewhere in the 8x8ft. play space (marked with cones/tape/anything).

    • No one can talk during this point of the game

    • This is the only time Watchers can enter the play space square

  • The team with the youngest player gets to call out the first move

  • Watchers lead their own Attackers using verbal communication

    • At any command except ‘Attack’, the Attacker’s arms must be at their sides

    • Watchers takes turns commanding Attackers

    • Watchers can only use one word commands

      • Suggestions for communication:

        • ‘Forward’

        • ‘Backwards’

        • ‘Left’

        • ‘Right’

        • ‘Turn’ (Tip: Watchers could move around the space to dictate direction of attacker.)

        • ‘Attack’

    • Once the Watcher is confident that their Attacker is in place they can give the ‘Attack’ command. To attack, with elbows bolted to their sides, raise arms straight up in attempt to hit opponents chest as seen below. Hit must hit the stomach/chest of opposing attacker to be considered viable.


  • If an Attacker steps out of bounds, then their team is disqualified

  • If the Attacker moves without consent, then their team is disqualified

  • If the Watchers step into the play area, then their team is disqualified


Attacking motion:


Observations After Play Testing:






Collaboration With: Hannah Tindal & Stone Fisher


Original Rules

Lava Survival

OBJECT OF THE GAME: Try to survive as long as you can as spaces, each round, are covered in lava.


Using an 8x8 board, 5 players can position themselves on any space to start.


Each turn the player must roll two d8’s. The color of the d8 coordinates to either the top or the left side of the board (blue for top, green for left side). The roll determines which space the lava consumes, so the coordinate of # blue by # green will be covered in lava. Mark the spaces covered by lava with a bean bag.


Example: you roll a 6 with the blue die, and a 4 with the green die. Than you would place a bean bag on the blue 6, green 4 coordinate.


After your roll is determined, you roll again and repeat the same sequence. So on your turn each person places two bean bags (or lava tokens).


Once two lava spaces have been resolved, every player is allowed to move ONLY one space. The dice are then passed to the next closest player.


If the lava lands on a space that a player occupies that player dies. If the lava lands on the space that is already occupied by lava, it flows over to the next space (so pick a coordinate next to the one you rolled).


When a player dies each surviving player rolls an extra roll for each dead player. So one person dies add one more die roll, 2 people 2 more rolls, 3 people ext.


Last person alive wins.

Redefined Rules:



OBJECT OF THE GAME: Attempt to survive longer than your opponents, as lava takes over the board and your opponents try to block you in with lava.



Using an 6x6 board, 5 players can position themselves on any space to start.


Each turn the player must roll two d6’s. The color of the d6 coordinates to either the top or the left side of the board (blue for top, yellow for left side). The roll determines which space the lava consumes, so the coordinate of # blue by # green will be covered in lava. Mark the spaces covered by lava with a bean bag.


Example: you roll a 6 with the blue die, and a 4 with the green die. Than you would place a bean bag on the blue 6, green 4 coordinate.


After your roll is determined, you are allowed to choose a space to toss a bean bag


Last person alive wins.


Observations after Play Testing:

  • Potentially move along the game a bit quicker. 
  • There is likely not enough bean bags. Use the bands. Would you need a bean bag for every space. 
  • Game currently seems long, boring and repetitive.
  • The impact of the game play and the game length, maybe thing about 6x6 instead of 8 by 8.
  • Static (didnt move much) if theres other words that ruled movement, would that change the gameplay and if so how much. The player needs to move through space more. 
  • Maybe you have 15 seconds to move, more luck at that point. 
  • Write a program that would write a code through a computer would take the dice rolling out of it. 
  •  Make sure to say movement is optional
  •   Once a player is out, more rolls starts on the next turn
  •   Add more strategy to the game, determine which die determines which coordinate yourself
  •   Maybe choose exactly where the lava lands, without hitting a player
  •  Kind of monotonous
  •  Yes diagonal for overflow, adjacent tiles
  •  Cannot step on lava tiles
  •   Bigger dice
  • Too much to chance
  • Takes too long to learn the rules
  • Players cannot share same space
  • Ran out of bean bags, need 64
  • If overflow has a chance to kill a player it has to kill that player 
  • no advantage to a particular location
  • tossing is good, box people in
  •  if lava inherently spread
  • Can not throw bean bags on space of player purposely 

  • Throw beanbags to try and block players in. 
  • Keep the chance aspect of it. Roll once and then throw a bean bag. 
  • When people die, just one change, throw the bean bags.
  • Give the 5 players each a certain number of bean bags. 
  • We’d need 36 bean bags. Six of each color. Give players their color to start with. 
  • Part of the thing was broken by having go to all the way there and grab new bean bags.
  • Can you kill someone with a toss. 


Final Rules:








Collaboration With: Stone Fisher, Brock Soicher, Jeff Mutchnik, Julia Jones, & Richard Bui


Original Rules:


  • Players:

    • 2 Teams

      • 5 players per team

      • 4 drawers and 1 runner per team

      • 2 drawers of one team in one space, their other 2 drawers in the diagonal space on the other side of the board

  • Players are given a category in which they must draw a picture (i.e. if given “animals” you might draw a frog, etc.)

  • You cannot erase items

  • Both drawers must be drawing at the same time

  • Each round lasts 3 minutes long and is kept track by one of the runners

  • Each drawing must be divided into two halves with a line down the middle, so one drawer draws the right side and the other the left, each side using a different color marker

  • The runner interprets the drawing and once they think they know what it is, they go to the other players on the team and describe the object to them without explicitly saying it

  • Runner cannot use words that are in the name of the object, and cannot use rhymes or say what letters are in it

  • If a rule is broken during describing an item, it must be crossed out and won’t be counted

  • Once the drawing is described to the other players, those players must start drawing the image described to them

  • At the end of the round, one team’s boards be shown together and the runner of the other team will judge as to whether or not both drawings look like the intending object

  • If the drawings clearly are not complete then they cannot be counted

  • During the judging time everybody will be on one side of the board and watch the judging happen

  • If there is a tie, there will be a new round that will last 1 minute, and the theme will be very difficult (i.e. famous architecture or famous people in history)

  • If there is yet another tie breaker then all 4 drawers will work together on a single drawing that will be split up into 4 parts and the runners will decide which drawing is best


Extra Notes:

  • Maybe separate the boards to give more room

  • Need clearer rules as to whether a drawing should count or not

  • Get people who have not seen a board have to label things to show that they’re comprehensive

  • Maybe prohibit people to use letters/words

  • We should make a list of categories to choose from


Original Rules:

  • Round 1 - Sports

    • The separation of the board adds an additional level of excitement

    • Runners are now whispering in order to separate drawings from one another

    • Surprisingly more drawings being completed in this category than expected

    • lines used to separate drawings

    • runner used charades

    • need to make clear not to erase drawings 

  • Round 1 - Judging

    • Matching sports or equipment?

    • Need better rules for judging - matching sport or matching items

    •  Bill counted the puck as hockey (there were two drawings: one that had a hockey puck and one that had a hockey puck and a hockey stick)

    • Same thing with the tennis drawings

  • Class Round 2 -  Animals

    • make sure each partner has a different coloured marker (to differentiate who draws what)

    • what does drawing part mean exactly? drawing half? how much if half?

    • surprisingly fun and enjoyable 

  • Class Round 2 -Judging

    • how do we judge, should it be an entire group vote? (that's really what it turned into)

    • what do we do if there is a tie? play another round?

    • how complete does a drawing have to be, just recognizable, or actually complete be both partners 






Programming for Play





Create a basic game structure by re-skinning and repurposing the example file. Make this playable in the sense that there is one simple goal to be achieved.


My Game:

I took the original formatted game and manipulated it. I changed the background to a galaxy looking photo, and added more rocks.



Game Photos:





Collaboration With: Julia Jones



Select a partner and create a remixed game that includes both of your goals. If your goals are too similar, please create a new goal and implement it in the game.



Our Game:

We took the original rocket ship game and transformed it into a Save the Insect game. The object of the game was to save as many bugs as you can from drowning in the river by catching them on a leaf.

JuliaJones_QuincieNealeProject #2.zip


Game Photos:





Collaboration With: Alex Cano McConnell



Create a new game that supports some sense of social play, creative play, narrative play or imaginative play that will allow for two players to play at the same time. You must create this sketch with a partner. You must start creating this game by passing the keyboard between the two of you every five minutes.


Our Game:

Our game, Contraband Collection, is based off of the 2006 riots in Brazil, where incarcerated gang leaders orchestrated large, synchronized riots using their cell phones causing uprisings in more than 70 prisons and riots targeting public busses and police stations, started by members on the outside (http://people.howstuffworks.com/prison-telecommunication3.htm).


This 2 player game is set in prison, where a guard and a prisoner both attempt to collect cell phones. Using simple left right movement and jump mechanics the characters are controlled either by W,A,D or Left, Up Right. A 'frustration metric' is used to gage progress, or lack their of, of collecting the phones. The character to first fill their frustration meter looses.


     Areas of Focus:

     -Sense of social play/creative play/narrative/ imaginative play

     -Allow for two players to play at the same time.

     -Initially create game by passing the keyboard between the two of you every five minutes. 

       -Using timers to create a reoccurring event. {Spawning phones}



Game Photos:





Collaboration WithKelia Murata & Hannah Tindal 



In a group of 2 or 3, create a game that has an aspect ratio of 1:5 or 5:1, explores proximity and repulsion, collisions that do not include projectiles, or physics action on non player objects, and the controllable character should include animation with more than one state. Sound should be used in a diagetic manner. 


Our Game:

Our game space is a vertical 1:5 play screen. The player controls a young boy, holding a jar running back and forth across the screen in an attempt to catch falling stars. Though he must avoid the falling comets because they are too fast and will break his jar. So the object of the game is to catch as many stars as possible in order to create a nightlight for the little boy.



Game Photos:




Rapid Physical Game Design & Prototyping with Programming for Play


Chthulhu Ctharetaker:


Collaboration With: Tommy Benson - Lead Programmer in Unity

                                Ben Efram - Lead Programmer using Kinect and Arduino

                                Jeremy Salo - Lead Designer

                                Quincie Neale - Lead Artist



         Final Challenge: 

    1. This is a combined challenge that spans 
      Programming for Play and 
      Rapid Physical Game Design & Prototyping.
    2. Team Formation: Collaborative groups of 4 will be formed through a silent draft process coordinated by the game masters, Depper and Fajardo. Three “pickers” will be chosen by the game masters, after which a private selection/drafting process will occur. A period of seven calendar days will be allowed for any trades of personnel, if necessary. Trades should be seen as an exception, and not as a given. All trades must be approved by the game masters. Teams should be balanced for the skills of programming, design, and art.
    3. The Conceptual Constraint: games created must engage either the theme of "unify/divide" or the theme of "tendril/tentacle". This engagement must be expressed overtly and palpably. Some prompts that might help us might be: how are the themes enacted or made real in the gameplay? is it possible that you are too literal? is it possible that you are not sufficiently literal? what verbs would reflect the theme? are there metaphors that are useful or related to the themes that you can employ? here is a test that could be used to measure the integration of the theme: if you altered or removed a portion or a piece of the mechanic would you severely impact -- in effect sever -- the connection between gameplay and the theme? if so, then you have managed to integrate well. if not, then you have not managed to integrate the theme.
    4. The Formal Constraints
      1. Games must employ the Kinect sensor and a large-scale projection in ways that are responsive to bodies moving in space.
      2. Games must involve at least three (3) players.
      3. Gameplay must be simultaneous, but may have rhythmic intervals.
      4. Games must run without errors for the final presentation. 
      5. Games must honor a 45 minute temporal envelope, inclusive of setup, gameplay, teardown, and reset of the play space.
      6. Games must have a minimum spatial envelope of 16’ on one side x 8’ tall to accommodate the projection screen. Additional spaces can be used, whether contiguous or non-contiguous.
      7. Games must be programmed for 2D, or 2.5D spatial projection.
      8. Games must be programmed to employ the Unity platform for gameplay. They may make use of supplemental libraries and environments.
      9. Games must employ at least 2 networked machines using OSC.
    5. Diversifiers (must use at least 2 from the following)
      1. Gone Orthogonal: Meaningfully making use of both themes
      2. Bit Shifter: Electronic wireless networking of non-contiguous spaces
      3. Untethered Control: Meaningfully makes use of wireless controllers, or portable wireless control surfaces such as Wiimotes, PS3 controllers, Wireless XBOX360 controllers, or tablet-based controls
      4. Flipping the bird: Use of Twitter Library, or other social libraries, for spectator participation for either judging or for altering the game experience (e.g. change level based on hash-tag)
      5. Studio54: Ambient lighting shift using the DMX protocols
      6. All For One & One For All: everyone together against a system
      7. Atlas Shrugs - every person for themselves: there can be no (NO) alliances, not even fleeting ones
    6. Penalities:
      1. A penalty will be assessed for disintegration of collaborative group. Play nice, share your toys.
      2. A penalty will be assessed for game mechanics that too closely mimic a known game.
      3. A penalty will be assessed for not meeting the formal constraints.
      4. A penalty will be assessed for not meeting the conceptual constraint. 


List of Materials Needed:

  • Rear-projection screen

  • Rear projector

  • Alienware Game System

  • Kinect 2

  • Kinect Adapter cable for Windows

  • Computer

  • 4 pressure switches

  • 200 ft black wire (ground)

  • 180-200 ft red wire (live)

  • Hookup cables for Arduino

  • Arduino (and power source for Arduino)

  • USB Connection Cable for Arduino

  • 2 Bluetooth capable PS3 controllers.  


The Story:

In another dimension there lives Cthulhu, the recent proud mother and father to many precious little spawns. On what seemed like any other day, there materialized a small light which appeared in the nest. As the light drew greater, and Cthulhu was out hunting for food, the little babies' interests increased, and they wandered closer to the purple glow. Suddenly, the radient light evolved into a giant inter-dimensional portal beneath the babies' feet. Swimming in the portals ever entangling matter, the babies were engulfed. The light became unbearable and consumed their surroundings, and just when they thought their short little life had ended, they were spit out into this wet substance, plummeting into some sort of wooden structure unlike anything they had ever seen. Where were they? Where were all their brothers and sisters? Where was Cthulhu? Cthulhu, soon returning to the nest with a large feast, was stuck with panic as all his/her babies were gone. Then, examining closer, Cthulhu noticed this tiny shred of light, which Cthulhu recognized as reside from a portal. Cthulhu peered through the crack and saw all her babies spread across what Cthulhu recognized as a place called Earth. Luckily the portal had not yet completely closed, and that Cthulhu possessed the ability to open other inter-dimensional portals. However, opening so many in such a strange dimension limited Cthulhu's abilities, only allowing his/her tentacles to fit through. Well that was just enough, because no matter what Cthulhu is getting his/her babies home.


Our Game:

Our game consists of 4 Arduino switch pressure pads made out of foam mats, a Kinect, a computer, and 2 Playstation3 controllers. The object of the game is to guide the baby Cthulhus back to their home portal by having three players work together. One player controls the parent Cthulhu's tentacles using the Kinect; as they move their arms the tentacles will follow their right hand for the right screen and left hand for the left screen, if they clench their hand to make a fist it will lock the tentacle to give them a more sturdy mobility (such as in the case of making a bridge). The other two players control the baby Cthulhus on the screen (one player on the right, and one player on the left). Throughout the game the players will encounter obstacles such as buttons that their virtual player has to jump on in the game, and then their partner has to step on the Arduino foam pressure pad in real life, simultaneously in order to get the button to function. The three players must work together in order to pass the level.


My Part in Our Game:

My job throughout this project was to create all the art assets from scratch to put into our game. This included character animation (in illustrator), which were the walking, swimming, falling, standing, baby cthulhu's. I also created all the separate tentacle parts, which Tommy put together in Unity to actually make a moving tentacle. I designed the look and feel of the game, including the home screen. The background of the home screen was created in photoshop to make it appear something like green weathered parchment and then layered with a hand drawn art asset. Jeremy created the original level design, then I created all the overlaying pieces to give it the appearance we wanted. The one level we created was based underwater in a sunken pirate ship. I created two different wood textures (dark and light) which I used to create a boat hull cross section, crates, planks, driftwood, barrels, flooring, ext.. I also created two different metal grains (dark and light) which I used to create some steel bars and a metal T plate. I also created a sand texture, to make the ship appear to be sitting at the bottom of the ocean floor. For the level I created steampunk looking button tigers in illustrator and gave them a glow effect in photoshop so that the glow colour could corresponded with Ben's pressure pads in real life. I created the glowing hand markers, left and right open and closed, to correspond with hand movement from the Kinect to the screen. I also made the portals in photoshop, we wanted purple for the portals that entered Earth (the ones where the tentacles were coming through) and a green yellow for the final portal which allowed the baby Cthulhus to go home (back to their own dimension). I learned a lot in this project, and our group worked amazing well together. I have never made this many consecutive art assets so quickly, as well as had to change and add to so many to fit into our game. I would definitely love to work with this group again to develop this game further, smoothing glitches, adding in Tommy's water effect, making the tentacles more detailed, adding more levels, making the art for the level we have even more cohesive, adding more baby Cthulhu animations (we talked about adding a Cthulhu call where the babies chirp and it summons some special power), and doing a little more play testing to make sure the level is not impossible to complete. This was a really fun experience as well as a difficult one, but I believed we conquered the challenge.


Art Assets:


Access all of them here:

















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