• If you are citizen of an European Union member nation, you may not use this service unless you are at least 16 years old.

  • Work with all your cloud files (Drive, Dropbox, and Slack and Gmail attachments) and documents (Google Docs, Sheets, and Notion) in one place. Try Dokkio (from the makers of PBworks) for free. Now available on the web, Mac, Windows, and as a Chrome extension!

View
 

Michael Hovell

Page history last edited by Michael 6 years, 11 months ago

Physical Games:

Challenge 1: Create a game that makes use of two bodies, a single mechanic, and a spatial envelope of 8 x 8 x 8 feet. The mechanic and dynamic must be non-agressive. Collaborate with two others to create this game, to form a group of three people.

 

 

 

Challenge 2: Form a six (6) person collaborative group. Create a game that involves four (4) humans interacting and playing within an 8 x 8 x 8 foot bounding cube. Gameplay may involve two (2) props of the same kind, but which cannot be the object or goal of the game. The game should be self-evaluating, that is to say it should require no referee to judge end states. The temporal envelope should be carved into 30-second increments/events. 

 

Tell Me Something

 

Challenge 3:  Form a three (3) person collaborative  group. Create a game that involves five (5) bodies/players, all with equivalent roles, all interacting within a 16 x 16 x 8 foot maximum spatial envelope. Gameplay may involve a number of props -- limited only by practicality -- of no more than two (2) kinds. The maximum temporal envelope will be 15 minutes for a game to play to completion. The game should be easy to learn but difficult to master.

 

 

 

Challenge 4:  Form a collaborative group of six. Design an eight player game that will take place in two non-contiguous spaces of 8' x 16' x 8' each. Line of sight between the two spaces is optional. Players must remain within the space where they begin the game for the entire run of play. Two non-player runners can be enlisted to communicate between the spaces. Gameplay must be continuous, simultaneous. The activities in each space must affect or influence each other. Props may not be used as projectiles, nor as semaphores. The temporal envelope for setup, play, teardown, and reset of the space cannot exceed 30 minutes.

 

Island Trading Game

 

 

 

 

Digital Games:

Challenge 1: 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.
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.

 

World's End on a Cliff

 

Challenge 2:  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 this game by passing the keyboard between the two of you every five minutes. 
Use timers to create reoccurring events within the first game that alter the game experience. This can include explicit countdown timers or implicit event timers that create events. 

 

ChowdaSoccer!!!!!!!!!!!!!!

 

 

Challenge 3:  Work with a partner to create a sketch that investigates the one or all of the following ideas: Proximity and repulsion, Collisions that do no include projectiles, Physics acting on non player objects.

 

ChowdaSoccerTheBattleOfWills

 

Challenge 4:  Work with two partners to create two sketches that communicate with one anther using OSC to pass information that will cause a change in the receiving sketch.

 

Test QrReader

 

Final Challenge: 

This is a combined challenge that spans EDPX 3100 Programming for Play and EDPX 3110 Rapid Physical Game Design and Prototyping.

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 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.

The Conceptual Constraint: games created must engage either the theme of Sharing, or the theme of Wistfulness. This engagement must be expressed overtly and palpably.

The Formal Constraints: games created must employ the Kinect sensor and a large-scale projection in ways that are responsive to bodies moving in space.
Games must involve at least three (3) players.
Gameplay must be simultaneous, but may have rhythmic intervals.
Games created have to run without errors for the final presentation. 
Games must honor a 45 minute temporal envelope, inclusive of setup, gameplay, teardown, and reset of the play space.
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.
Games must be programmed for 2D, or 2.5D spatial projection.
Games should be programmed to employ the Unity platform for gameplay. They may make use of supplemental libraries and environments.

Achievements: 
Gone Orthogonal: Meaningfully making use of both themes
Bit Shifter: Electronic wireless networking of non-contiguous spaces
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
Hydra Mator: Ambitious projections that make use of the Matrox Triple Head (warning, this is highly unstable and should not be a mission critical deployment)
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)
Studio54: Ambient lighting shift using the DMX protocols

Penalities:
A penalty will be assessed for disintegration of collaborative group. Play nice, share your toys.

A penalty will be assessed for game mechanics that look or play like a known game.

A penalty will be assessed for not meeting the formal constraints.

A penalty will be assessed for not meeting the conceptual constraint.

 

Team Untitled

 

 

Rapid Paper-Based Game Design & Prototyping (Round 7) 

     Challenge 1: Formal Constraints

    1. Materials:
      1. One sheet of plain blank paper (either letter-sized (8.5 x 11 inch) or tabloid sized (11 x 17 inch)); 
      2. One sheet of gridded paper (either letter-sized (8.5 11 inch)  or tabloid sized (11 x 17 inch)); 
      3. Three game tokens (selected at random); 
      4. An assortment of colored magic markers. 
    2. Choose one of the tokens to represent the player character. 
      1. The player character will move "one move" in any direction per turn. 
      2. Create a goal for the non-player character.
    3. Choose the other two tokens to represent non-player characters
      1. write rules to govern the actions the non player characters
    4. Write rules that will challenge, obstruct, or hinder the player character from reaching that goal
    5. Game duration should be no longer than 5 minutes
    6. Game Play Testing
      1. Play testing is ...
      2. This game will need play testers to role play the part of the Player Character and the NPC
      3. This game will need play testers to simulate simultaneous play 

               The Great Pig Escape

 

     Challenge 2: Formal Constraints:

    1. Materials:
      1. One sheet of blank paper to record rules
      2. One sheet of gridded paper to use as game play surface, you may choose the size of the grid units and the size of the paper
      3. Two figure (i.e. human shaped) tokens
      4. You may use abstract shapes to indicate setting or barriers
    2. Using one, and only one, mechanic
      1. create a non-violent game that places two players in opposition
      2. each player will be represented by one of the figurative tokens
      3. the gameplay will occur on the gridded sheet
      4. movement rules cannot be dictated by a dice roll

               The Orbs of Hope

 

      Challenge 3: Formal Constraints:

          create a three player game, that is turn-based, with the possible outcomes being: one winner - two           losers, two winners - one loser, three way draw. The game should be playable on a contiguous two-                dimensional surface with either a hexagonal or triangular pattern for the game board, and an asymmetric           perimeter. We have play mats with hex grids in 1 inch and in 1.5 inch diameters           available. Incompetech.com can generate a number of graph papers for you. The surface can have a 36 inch           maximum diameter. The game should be completable in 20 minutes. It would be best if the rules were           brief. As before, the designer may not speak nor perform the rules.

Friends or Foes, You Decide

 

       Challenge 4: uses a conceptual constraint: "make a game about philanthropy"     

       Charity Wars 

 

        Challenge 5: conceptual constraint: "make a game about anger"

        Serenity or Chaos, The Sins of a Leader 

 

       Challenge 6: Formal constraint: a tabletop game that employs the third dimension of           height. Four player. No combat. Conceptual constraint: about falling leaves.

         The War of The Shnotaqua

 

 

       Challenge 7: conceptual constraint: make a chartreuse game

        The Needs of Charteuse

 

       Challenge 8: create a game that uses no props, tokens, spinners, boards, or violence, that compels players to interact with one another.

         War of Lies

 

        Challenge 9: formal constraint: make a game using only paper and the colors black and white.

        The Bridge of Life and Light

 

 

 

Comments (0)

You don't have permission to comment on this page.