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Showing posts from October, 2020

Board Game Idea 2 : Among Us Escape

Basic rules concept 2 teams of 2 players Co-op Competitive Each team tries to escape by doing 'tasks' 'Tasks' consist of Rock paper scissors where every player throws in a rock, paper or scissors card, the team that initiated the task wins if they get *3* of a kind Collected 'items' from the board to complete a required set Once all tasks have been completed the players rush to the escape pods The teams are split so that each member starts on each side of the board Two different board ideas. 'Sync nodes' would be the 'tasks' Interesting consequences of the rules The modularity of this game idea means that the 'Tasks' or mini-games can be swapped out and replaced without affecting any of the themes or narrative elements. There are many levels of symmetry from the number of player to the team sizes to the form of the board. The elements of this game idea could easily systemise and convey a multitude of aesthetic and thematic ideas. It piggy

Technical tutorials : Maya

Modular Corridors Part 1 Had a tutorial on how to create modular corridors sections. A really useful technique I learned is creating a shape to your size specifications on another layer and setting it to wireframe to act as a scale reference and easy snap point. I want to try to build up a small library of different simple assets such as these corridors, as it will immensely speed up prototyping for future projects.

Board Game Idea 1 : Battleship Blocks

Basic Rules concept Players have a set of blocks like Tetris blocks Each player has their own grid board They each take it in turns to place a block on their own grid When they place their block they announce one square that the block occupies the other players must place one of their blocks in such a way that it also occupies that square Blocks can be placed in any orientation as long as there is no unsupported overhang Elimination: each player is eliminated if their tower reaches higher than *4* blocks. Last player standing wins Interesting consequences of the rules The Players are both trying to place their own blocks in a manner which lets them make the most effective use of their space while also trying to force the opponent to place their block in the least space-efficient way. Since the location of at least part of the block is chosen by the opponents this means that there is no way for the player to simply build in different parts of the board, they are forced into conflict. Th

Board Game : Brainstorming

As the first part of our interaction unit, we are designing a board game using the theme symmetrical. The game will be for 2-4 players. I have to use iterative design practices to achieve this which means lots of playtesting. I started by trying to break down the theme of symmetrical into slightly more digestible parts so that figuring out how and where I could leverage the theme would be simpler. Symmetry is an interesting concept as it has a rougher common meaning and a much more precise mathematical meaning. Commonly it can mean anything from reflection, pattern, harmony to balance, whereas the mathematical meaning is that invariant under some transformations.  There is also the fact that different types of symmetry also perceptibly don't offer the same amount of symmetry, for example, reflectional symmetry is what most people think of when you mention symmetry as its the most common type seen in mirrors and commonly used in board games such as chess, but offers the lowest amoun

About me

Hi everyone, I'm Brooke and I'm a first-year games design student at UCA Rochester. I'm studying to be a games designer so this blog is likely to be a bit of an eclectic mix of things. I love all kinds of media and consider myself a bit of a jack of all trades, so I'm hoping to incorporate as many of my other interests into my practice as possible.