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Players

Page history last edited by Ian Wyman 10 years, 2 months ago

Players

 


 

Process for Rounds 1, 2, 3, 5, & 7: Each Player will make a series of games, and the rules will be posted on pages that link off from this one. Each Player will make ten games in ten weeks. We will document the rules and the reactions to each of those games and attempt to share those here. (N.B. In Round One, after five weeks, we had fifty-five new games and the Players were fatigued and in need of a modified challenge. We proceeded to refine a game made during the first five weeks. As in game design, we had to adjust and refine the pace and level of challenge to help ensure consistent engagement.)

 

Process for Rounds 4 & 6: Each Player will make a series of games in collaboration with other Players, and the rules will be posted on pages that link off from this one. Each Player will make five games in the first six weeks of class, and then a sixth -- more ambitious -- game during the last four weeks of class. (NB.- this process was adjusted  in Round 4 such that there were four games made in the first five weeks, and then a fifth -- more ambitious -- game was created, by three teams of five, during the last five weeks of class.)

 

Round 1 paper-based (2007.01-2007.03)

  • Rafael Fajardo bio
  1. Scott Leutenegger
  2. Josh Fishburn
  3. Devin Monnens
  4. Miguel Trujillo
  5. Elizabeth Fox
  6. Annie Kier
  7. Misun Kim
  8. Rich Martinelli
  9. Jonathan Nease
  10. Neil Pring
  11. Jennifer Segel

 

Round 2 paper-based (2008.01-2008.03)

  • Rafael Fajardo bio
  1. Ruben Figueroa
  2. David Murphy
  3. William Johns
  4. Takuro Fushimi
  5. Joe Lilly
  6. Erica Liszewski
  7. Neil Pring (round 2)
  8. Josh Fishburn (special guest)
  9. Devin Monnens (special guest)
  10. Misun Kim (special guest)

 

Round 3 paper-based (2011.01–2011.03)

  • Rafael Fajardo bio
  • Andrew Edwards, Teaching Assistant bio
  1. Samuel Ackerman
  2. Sarah Begnoche
  3. Beau Burrows
  4. Damon Chandler
  5. Hannah Chaussee
  6. Dillon Doyle
  7. Eric Froese  
  8. Samuel Granados
  9. Robert Harmon
  10. Andrew Hooper
  11. Dylan Jones
  12. John Michel
  13. Carson Schoellkopf
  14. Katinka Van Lier Ribbink
  15. Christian Wesselhoeft

 

Round 4 physical, collaborative (2012.03-2012.06)

  • Rafael Fajardo bio
  • Bill Depper bio
  • Andrew Edwards, Teaching Assistant bio
  • Bryan Waddell, Hypercube Studio Assistant bio
  1. David W. Fogle
  2. Nathan T. Gutschow
  3. Dylan K. Jones
  4. Kevin A. Keables
  5. Daniel G. Kjellerson
  6. Khoa D. Nguyen
  7. Stephen T. Rakoczy
  8. Stephen L. Rice
  9. James R. Riley
  10. Melanie S. Smith
  11. Thomas P. Wynne
  12. Sarah Begnoche
  13. Philippe A. Moore
  14. Alicia I. Rausch
  15. Eric C. Schneider

Teams for Challenge 5 of Round 4:

  1. Stewards of the Siqnastiest Game
  2. Flippin' Tables (ノಠ益ಠ)ノ彡┻━┻
  3. Team Ikarus & Friends

 

Round 5 paper-based (2013.01-2013.03)

  • Rafael Fajardo bio
  1. Michael Bradley
  2. John Brazil
  3. Rosa Calabrese
  4. Alexandra Clark
  5. Scott Davis
  6. Tom Dice
  7. Daniel Gallagher
  8. Teri Galvez 
  9. William Guy
  10. Dylan Jones
  11. James Riley
  12. Basil Vendryes
  13. Gabriel Wam
  14. Andre Blyth

 

Round 6 physical, collaborative (2014.01-2014.03)

  • Rafael Fajardo bio
  • Bill Depper bio
  • Brandon Gellis, Hypercube Studio Assistant bio
  1. Andre Blyth
  2. Ian Connor
  3. Scott Davis
  4. Thomas Divelbiss
  5. Daniel Gallagher
  6. William Guy
  7. Daniel Hanna
  8. Michael Hovell
  9. Dorman "Rusty" Lemasters
  10. Apinya Pantages
  11. Sommer Shearer
  12. Nicolas Van Dessel
 

Round 7 paper-based (2014.09-2014.11)

  • Rafael Fajardo bio
  1. Michael Hovell
  2. Will Karges
  3. Sam Kern
  4. Cameron Peden
  5. Leonard Pollard
  6. Ian Wyman
  7. Ziye Ethan Zhang
  8. Surya Pasupuleti (grad student)

Comments (1)

Rafael Fajardo said

at 9:28 am on Mar 11, 2007

N.B. After five weeks we had fifty-five new games and the Players were fatigued and in need of a modified challenge. We proceeded to refine a game made during the first five weeks. As in game design, we had to adjust and refine the pace and level of challenge to help ensure consistent engagement.

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