Sunday, October 18, 2015
My print n' play version of my game, Lifeform is finally complete. I played the game and revised it so many times, but I am surprised at how little changed in terms of my initial concept. There were several major things added and removed but the essence of what my game is about is mostly unchanged. From the beginning I wanted to make a simple game and I think I succeeded.
Wednesday, October 7, 2015
Changes in board game:
Many things have changed about my board game that I am in the process of creating. The least amout of changes are being made towards the gameplay, which is reassuring to me. I am pretty sure I have a a solid core mechanic and that the little details need to be worked out.
The biggest changes come with my theme. Originally I had titled the game Paleozoica, a nod to the paleolithic era in earth history. This is when life became more complex and really started to flourish. However, the world of cellular organisms exists to this day, and instead of creating this whole natural-hostorical theme to go with it. I will instead make it a broad theme about life on the cellular level in general. Here is a logo I created:
This will allow the style of art on my game to be extremely minimal. For example, before I was going to have the game board represent a tidal pool, since life formed in the ocean, this would make sense for my paleozoic theme. However, in reality, you don't see that kind of detail on the microscopic level. It would make sense for the board to be dark, and represent the kind of fluid real cells would be found in. The cells will be bright colors, glowing with vitality. I think this design will be more striking.
While cells small clumps of cells are the characters in play for my game, it will really represent life as we know it in general... you are born, you grow, you multiply and you consume. That is what life does and if I can translate that into a board game, I think that would be awesome.
Many things have changed about my board game that I am in the process of creating. The least amout of changes are being made towards the gameplay, which is reassuring to me. I am pretty sure I have a a solid core mechanic and that the little details need to be worked out.
The biggest changes come with my theme. Originally I had titled the game Paleozoica, a nod to the paleolithic era in earth history. This is when life became more complex and really started to flourish. However, the world of cellular organisms exists to this day, and instead of creating this whole natural-hostorical theme to go with it. I will instead make it a broad theme about life on the cellular level in general. Here is a logo I created:
This will allow the style of art on my game to be extremely minimal. For example, before I was going to have the game board represent a tidal pool, since life formed in the ocean, this would make sense for my paleozoic theme. However, in reality, you don't see that kind of detail on the microscopic level. It would make sense for the board to be dark, and represent the kind of fluid real cells would be found in. The cells will be bright colors, glowing with vitality. I think this design will be more striking.
While cells small clumps of cells are the characters in play for my game, it will really represent life as we know it in general... you are born, you grow, you multiply and you consume. That is what life does and if I can translate that into a board game, I think that would be awesome.
Monday, October 5, 2015
In our Game Design class, we had to all bring in board games. Then we paired up and were required to combine 2 board games into one new one...
Invade the New World! – A mash up game with Pandemic and Settlers of Catan
Invade the New World! – A mash up game with Pandemic and Settlers of Catan
2 Players
Goal
• End the game with more points than your enemy in
order to earn more of the new world!
Set Up
• Set up the Catan board so that it looks like
this, covering Europe, Asia and Africa, and with all the resource tiles in any
orientation, but with the mountains in the same place.
• Place one “town” piece on the right side of this
hex board for each player.
• Filter out all the monopoly cards and victory
point cards in the development card deck.
• Shuffle and stack the boat tiles and number
circles, and stack them on the top and bottom mountains respectively.
• Then, add two victory point cards into the
development card deck, and place them in the middle.
• Take the thief from Catan, and place him on
Mexico City on the Pandemic board, and place the player pieces from Pandemic on
Chicago, Miami, Lima, and Bogota.
• Then place the remaining player pieces on the
three leftmost hexes on the Catan board.
• Place one yellow cube next to each player piece
dubbed “generals”
• Whenever placing one cube or solider on
generals, add two to the thief, or king.
• Get rid of the coal / stone card in the Catan
deck, and give each player one of each resource card.
Rules
• Each turn proceeds as follows.
• Flip a ship tile, this determines the price of a
development card! A 3:1 ? card means you can trade any 3 resources for a card,
regardless of type, however, a 2:1 Wheat can only be used with wheat. If the
coal ship is flipped, ANY two resources regardless of type can be traded, but they must be two of the same type.
• Then, draw development cards that a player
purchased. The knight card adds a
single unit to your army, a Plentiful
Harvest card allows you to choose between adding 2 units, bridges or any 2
resources of your choice. The Victory point card works against the players and
adds 1 unit to each of the generals and, 2 to the king on the board.
• Next the players will take their turns. This
involves movement across the board, the amount of hexagons players can move
depends on the bridges that the players have placed connecting the hexagon
tiles together. So a normal movement will allow a player to move units from one
tile to an adjacent one, however, if bridges are built on the tiles (at least
2), then players can move across an entire tile and onto the following one. Player
only can use one movement during a turn. Players can also choose to engage
enemies on a turn as well.
• Engaging in combat: When to armies of units go
head to head, a dice is rolled for each unit that is going against another
unit, you continue this until one of the armies has been taken out. When a
player destroys an army, the army’s general piece is captured and kept for
points that will be counted at the end of the game.
• Players will want to move as quickly as possible
to the end of the board but still take enough time to build a army that will be
able to hold up in battle. By the time players move to the end of the board
(particularly the Pandemic section) the armies of the generals and the king
will have been built up to a pretty large number. The armies also have
fortifications that double the amount of points their units are worth. As the
armies on this side of the board are defeated, their units will be added to the
kings army.
• When players finally arrive at the king piece,
they will be forced to combine their armies in order to take him on. Once the king
is defeated, they game is over and points are tallied based on the number of
generals/king captured. The player with the most points wins.Wednesday, September 30, 2015
Tabletop Game Theme - 9/30
PALEOZOICA (working title)
Concept Statement - "Consume your competition"
In my game two or more players will control multi cellular, primitive creatures that are constantly trying to evolve. However growing and becoming more complex requires energy that can only be found on the creatures your opponents control. If you wish to become the superior creature, you must take all you can from the others and destroy them in the process.
My game takes place in a small tidal pool, on a long lost beach, on an adolescent planet Earth, half a billion years ago. Being a simple, single celled organism is a thing of the past. Now life is becoming bigger, more numerous and far more complex. Perhaps life will find a way onto land in some not-to-distant era, but until then, it's about surviving in the tidal pool you call home. Unfortunately you are not the only organism in the pool that has learned to rapidly evolve and the once peaceful tidal pool is about to become a dangerous ecosystem.
I want to be fairly accurate in what I show, for example, the players control a cluster of individual cells. I would like these cells to be accurately represented, so they will be illustrated to have all of the parts real living cells need to survive. At the same time, I want to game to be very colorful and appealing to the eye. We know what existed in the Paleozoic era and we can try to visualize what the environments and creatures looked like, but since we have never seen it ourselves, a lot is left to the imagination. I also want the game to be fairly stylish and even minimal, I do not want to clutter the art with too much high detail illustrations.
Monday, September 28, 2015
Board Game Ideas
1. A grid based game that involves the theme of traffic/traffic jams. The objective could involve,working your way through gridlock traffic before your opponents, without disrupting the other cars too much and causing "road rage". Name ideas: 1.Gridlock, 2. Rush Hour, 3. Stop N' Go.
2. Game that has a theme centering around a after school fight. The fight takes place at 3:15 (after school) and the objective of the players are to successfully get out of the fight.
3. Something like Nukem from Robocop. Examples: Cold War (Red Scare), MX Stockpiles, military aid, threatening borders.
4. A game where you start out as a small creature and the goal is to consume and evolve into a more complex creatures. The game could involve consuming other player's creatures to advance your own creature.
5. A game about being a 19th century Luddite. Somehow the players must dismantle as many machines before the other players can rebuild it.
6. "Convert", a game where players assume a religion (either actual or made-up). The goal is to proselytize more converts than your opponents as peacefully or violently as possible. Clashes with other players can take place.
7. A game that involves players hoping around the end of "queues" to try to be int he fastest moving line.
8. A game that involves the strategic placement of traps throughout the board. Players have to thenn navigate through the board without knowing the placement of the other player's traps.
9. A slasher themed game that involves murdering ridiculous teenage stereotypes in creative fashion.
10. A game that involves the same players moving the same piece. Moving the piece all the way to one of the players edge's of the board wins you the game.
11. A game that has a theme where players assume the role of garden spiders. the key is to build the most dynamic web. The better your web, the more prey it will be able to capture and the more points you get.
12. A game that involves trading things with players (spices maybe?) but the real objective is to sneak "contraband items" within your trades, without other players noticing.
13. A game that has a theme where you have to clean up the after effects of a party before the parents arrive. The players work together with each other against the game (parents).
1. A grid based game that involves the theme of traffic/traffic jams. The objective could involve,working your way through gridlock traffic before your opponents, without disrupting the other cars too much and causing "road rage". Name ideas: 1.Gridlock, 2. Rush Hour, 3. Stop N' Go.
2. Game that has a theme centering around a after school fight. The fight takes place at 3:15 (after school) and the objective of the players are to successfully get out of the fight.
3. Something like Nukem from Robocop. Examples: Cold War (Red Scare), MX Stockpiles, military aid, threatening borders.
4. A game where you start out as a small creature and the goal is to consume and evolve into a more complex creatures. The game could involve consuming other player's creatures to advance your own creature.
5. A game about being a 19th century Luddite. Somehow the players must dismantle as many machines before the other players can rebuild it.
6. "Convert", a game where players assume a religion (either actual or made-up). The goal is to proselytize more converts than your opponents as peacefully or violently as possible. Clashes with other players can take place.
7. A game that involves players hoping around the end of "queues" to try to be int he fastest moving line.
8. A game that involves the strategic placement of traps throughout the board. Players have to thenn navigate through the board without knowing the placement of the other player's traps.
9. A slasher themed game that involves murdering ridiculous teenage stereotypes in creative fashion.
10. A game that involves the same players moving the same piece. Moving the piece all the way to one of the players edge's of the board wins you the game.
11. A game that has a theme where players assume the role of garden spiders. the key is to build the most dynamic web. The better your web, the more prey it will be able to capture and the more points you get.
12. A game that involves trading things with players (spices maybe?) but the real objective is to sneak "contraband items" within your trades, without other players noticing.
13. A game that has a theme where you have to clean up the after effects of a party before the parents arrive. The players work together with each other against the game (parents).
Sunday, September 27, 2015
Stop the Germs!
In Stop the Germs, two players assume the roles of two different types of germs, represented on circular tiles pieces. The goal is to grow your own germ colony while preventing your opponents from surpassing your own. Each germ tile displays a single germ on one side, but if the player chooses, this germ can be flipped over to reveal that the germs have multiplied into a higher number (2 through 6). The more germs you have, the more points you have and getting a larger number of points wins you the game. There are also special cards that can be played that have the ability to hinder your opponent’s progress or advance your own, depending on which one is used.
Since the game is tile based, it can be played on any flat surface. Everything is pretty small and even when all the tiles have been placed; it takes up a little amount of space. The circular tiles are placed connecting to other tiles at any two or more points. This creates a very connected space to play, although cards never overlap.
Players are each given 7 double sided germ tiles and three special tiles that have a different attacks or defenses on either side; so even though only 3 specials can be played in a game, the player has a total of six possible ones to choose from. Some examples include, the “Ick” tile, which adds 2 points for every germ tile of the same color adjacent to it; and the “Antibody” tile, which can be placed against you opponent’s tiles to reduce the number of germs in them. All of the germ tiles have a single germ on one side and multiple germs on the back, indicating the number of germs that the single germs can multiply into when the player chooses to flip the tile.
Players are only allowed to take a certain amount of actions during each consecutive turn. Although the specific actions amount and order vary depending on the type of game you play (there are 2 different types). All of them basically involve the player adding a germ to the tile space and flipping or moving tiles you already placed around to more strategic places. Enclosing tiles in 5 or more other tiles prevent the inner tile from having the ability to move around the board space, although it can still be flipped. Players can not flip the tiles over or move them during the same turn that they are placed on the board. This is interesting because you do not really know the number of germs you placed until the following turn when you can finally reveal it by flipping the tile over.
A very interesting thing that you quickly learn about the game is it not always in your best interest to gain the most points possible, as quickly as possible. For example flipping a germ tile will multiply the number of germs you have, but if it is revealed that it is a high number of germs, that tile will probably become a target for your opponents special attacks. Another thing you learn is that creating tight spaces leaves less space open for your opponent to attack a great number of germs. Leaving a pocket open in your germ colony could allow the payer to place a special attacking tile in there that will effect all your tiles touching it. The same can be said for the opposite situation, if your opponent has a pocket where they can slip a special tile that wis beneficial, it will be touching a high number of tiles, therefore maximizing the effect of the special has on them. The game involves pretty careful observation of both your own actions, as well as your opponent's.
There is very little role of chance in this game. Choosing who goes first involves flipping one of two tiles over, a 50/50 chance for each player. The only other chance comes from the amount of germs your single germ can multiply into, since all tiles have to be flipped over (single side up), you will not know how many germs you have until the tiles have already been placed onto the space. Beyond that, the rest of the game involves a good amount of gaming skills. It is a very solid game in almost every aspect, although it's definitely not the most exciting game I have ever played. The presentation of the game is probably the aspect that really sets it apart the most. The art is simplistic but very nice, it is colorful and the rules are very clearly written out (there is even a 2 cards that tell the rules for each payer, so they don’t have to constantly glance back at the rule page while playing). The game is even designed to fit into an empty pill container if you have one.
In Stop the Germs, two players assume the roles of two different types of germs, represented on circular tiles pieces. The goal is to grow your own germ colony while preventing your opponents from surpassing your own. Each germ tile displays a single germ on one side, but if the player chooses, this germ can be flipped over to reveal that the germs have multiplied into a higher number (2 through 6). The more germs you have, the more points you have and getting a larger number of points wins you the game. There are also special cards that can be played that have the ability to hinder your opponent’s progress or advance your own, depending on which one is used.
Since the game is tile based, it can be played on any flat surface. Everything is pretty small and even when all the tiles have been placed; it takes up a little amount of space. The circular tiles are placed connecting to other tiles at any two or more points. This creates a very connected space to play, although cards never overlap.
Players are each given 7 double sided germ tiles and three special tiles that have a different attacks or defenses on either side; so even though only 3 specials can be played in a game, the player has a total of six possible ones to choose from. Some examples include, the “Ick” tile, which adds 2 points for every germ tile of the same color adjacent to it; and the “Antibody” tile, which can be placed against you opponent’s tiles to reduce the number of germs in them. All of the germ tiles have a single germ on one side and multiple germs on the back, indicating the number of germs that the single germs can multiply into when the player chooses to flip the tile.
Players are only allowed to take a certain amount of actions during each consecutive turn. Although the specific actions amount and order vary depending on the type of game you play (there are 2 different types). All of them basically involve the player adding a germ to the tile space and flipping or moving tiles you already placed around to more strategic places. Enclosing tiles in 5 or more other tiles prevent the inner tile from having the ability to move around the board space, although it can still be flipped. Players can not flip the tiles over or move them during the same turn that they are placed on the board. This is interesting because you do not really know the number of germs you placed until the following turn when you can finally reveal it by flipping the tile over.
A very interesting thing that you quickly learn about the game is it not always in your best interest to gain the most points possible, as quickly as possible. For example flipping a germ tile will multiply the number of germs you have, but if it is revealed that it is a high number of germs, that tile will probably become a target for your opponents special attacks. Another thing you learn is that creating tight spaces leaves less space open for your opponent to attack a great number of germs. Leaving a pocket open in your germ colony could allow the payer to place a special attacking tile in there that will effect all your tiles touching it. The same can be said for the opposite situation, if your opponent has a pocket where they can slip a special tile that wis beneficial, it will be touching a high number of tiles, therefore maximizing the effect of the special has on them. The game involves pretty careful observation of both your own actions, as well as your opponent's.
There is very little role of chance in this game. Choosing who goes first involves flipping one of two tiles over, a 50/50 chance for each player. The only other chance comes from the amount of germs your single germ can multiply into, since all tiles have to be flipped over (single side up), you will not know how many germs you have until the tiles have already been placed onto the space. Beyond that, the rest of the game involves a good amount of gaming skills. It is a very solid game in almost every aspect, although it's definitely not the most exciting game I have ever played. The presentation of the game is probably the aspect that really sets it apart the most. The art is simplistic but very nice, it is colorful and the rules are very clearly written out (there is even a 2 cards that tell the rules for each payer, so they don’t have to constantly glance back at the rule page while playing). The game is even designed to fit into an empty pill container if you have one.
Wednesday, September 23, 2015
I played three pnp (print n' play) games in total for research of my own board game that I will be making. When I was researching the games with a classmate, we focused on choosing games that were not too long or complex but instead, were in the realm of what our own board games will need to be. At the same time, they needed to be fun and engaging and this means having a good level of strategy, being somewhat intuitive, having replay-ability, etc.
1. Swords and Sails - https://boardgamegeek.com/boardgame/16196/sword-and-sail
The first game we played was Swords and Sails. This came with an easy to read and understand, Two page rulebook. There was also several pages of materials to print that contained the board, small tile pieces and cards. I played this with one other person and the game was simple to construct, set up and understand.
One thing that really helped us both get right into playing was the fact that it was similar to Risk, a game that both of us had played in the past. The general concept was familiar because of this, but the rules were different enough to keep it from feeling like some sort of "knock-off" of Risk.
The players command units that are placed throughout a map that is divided into regions. The objective is for the player to gain control of an entire region, however drawn cards tell the player where pieces can be placed. Each player has a certain number of "actions" that can take each turn. Placing units, Moving units, upgrading units and even drawing new cards all count as actions. Thinking of the best set of actions to take was where the challenge came from.
One thing I especially enjoyed with this game, was the fact that you can upgrade your units. They start out as foot soldiers printed on small tiles, that could only move about land areas printed on the board. However, with the right card and an "action", you could upgrade that unit from a soldier to a naval ship. The ship could move around on both land and water. The moment That we started to upgrade our units, the entire game seemed to change and it become a lot more challenging and interesting.
In the end, this was the best game we played. It was so easy to understand and get right into playing but the game could play out in so many ways that it holds your attention and keeps you interested the whole time.
2. Triles - https://boardgamegeek.com/boardgame/34306/triles
The second game we played was Triles. Triles was like a traditional puzzle mixed with a strategy game. It came with two pages of rules and several pages of fairly large, triangle shaped tiles. The presentation was very impressive, cause the illustration printed on each individual tile fit together with other tiles, creating many different possible variations of black and white tube like squiggles.
Each player gets half of the tiles and chooses a color (black or white). The objective is to place the tiles together and keep the color of "pipes" corresponding with your own color in connected paths. Forming circular shapes with the "pipes", creating dots (by connecting the ends of 2 pipes) and inserting "wedge" pieces onto the board, rewarded you in different ways.
The concept of the game seemed very interesting to us and the general objective of the game was easy to understand, however, the rules were not clear on some of the more specific aspects involved with the game play (like how the pipes can or can't be connected). We were never really able to settle on how these unclear rules should go and as a result, gave up on the game.
3. Light Speed - https://boardgamegeek.com/boardgame/5534/light-speed
The final game we played was with another person (3 total) and it was a card game that involved a unique aspect where the surface you play on becomes the board. The game came with several sheets of cards that were easy to print and cutout. We forgot to print the "hit tokens" that the game uses to tally points, so we made some out of paper that worked just fine.
In terms of gameplay, this was the fastest game so it really lived up to it title. It starts with the placement of asteroid cards which will determine how your board will play out. Then, as fast as you can, each player paces ships cards from a deck they have throughout the table. Each ship is different, firing lasers in different directions, having different amounts of health/shields and having numbers that indicate how quickly they take their turn. After all the cards are placed, each player determines which enemies they hit with their lasers/ which players hit them, how much damage is done and ultimately which ships are destroyed and which survived. On top of all this, hitting one of the asteroid cards gave you a point as well and since many of the ships fire lasers in multiple directions, strategically playing the card to hit both an enemy player and the asteroid could be to your advantage. The person that has the most points by the end wins.
One thing I really enjoyed about this game, was the many possible ways a game could play out. I think you would have to play many thousands of games to ever have any two that played out the same way. This kept it so interesting and that fact, paired with the fact that it was such a brisk game, made it very engaging.
The only shortcoming of the game, was the amount of time it took to tally up the points of each player. Determining all of the lasers missed or hit, how much heath each ship has, etc. was one thing that was actually pretty time consuming. While not as well thought out as Swords and Sail is, I do think Light Speed is a far more unique pnp experience and it was very refreshing.
1. Swords and Sails - https://boardgamegeek.com/boardgame/16196/sword-and-sail
The first game we played was Swords and Sails. This came with an easy to read and understand, Two page rulebook. There was also several pages of materials to print that contained the board, small tile pieces and cards. I played this with one other person and the game was simple to construct, set up and understand.
One thing that really helped us both get right into playing was the fact that it was similar to Risk, a game that both of us had played in the past. The general concept was familiar because of this, but the rules were different enough to keep it from feeling like some sort of "knock-off" of Risk.
The players command units that are placed throughout a map that is divided into regions. The objective is for the player to gain control of an entire region, however drawn cards tell the player where pieces can be placed. Each player has a certain number of "actions" that can take each turn. Placing units, Moving units, upgrading units and even drawing new cards all count as actions. Thinking of the best set of actions to take was where the challenge came from.
One thing I especially enjoyed with this game, was the fact that you can upgrade your units. They start out as foot soldiers printed on small tiles, that could only move about land areas printed on the board. However, with the right card and an "action", you could upgrade that unit from a soldier to a naval ship. The ship could move around on both land and water. The moment That we started to upgrade our units, the entire game seemed to change and it become a lot more challenging and interesting.
In the end, this was the best game we played. It was so easy to understand and get right into playing but the game could play out in so many ways that it holds your attention and keeps you interested the whole time.
2. Triles - https://boardgamegeek.com/boardgame/34306/triles
The second game we played was Triles. Triles was like a traditional puzzle mixed with a strategy game. It came with two pages of rules and several pages of fairly large, triangle shaped tiles. The presentation was very impressive, cause the illustration printed on each individual tile fit together with other tiles, creating many different possible variations of black and white tube like squiggles.
Each player gets half of the tiles and chooses a color (black or white). The objective is to place the tiles together and keep the color of "pipes" corresponding with your own color in connected paths. Forming circular shapes with the "pipes", creating dots (by connecting the ends of 2 pipes) and inserting "wedge" pieces onto the board, rewarded you in different ways.
The concept of the game seemed very interesting to us and the general objective of the game was easy to understand, however, the rules were not clear on some of the more specific aspects involved with the game play (like how the pipes can or can't be connected). We were never really able to settle on how these unclear rules should go and as a result, gave up on the game.
3. Light Speed - https://boardgamegeek.com/boardgame/5534/light-speed
The final game we played was with another person (3 total) and it was a card game that involved a unique aspect where the surface you play on becomes the board. The game came with several sheets of cards that were easy to print and cutout. We forgot to print the "hit tokens" that the game uses to tally points, so we made some out of paper that worked just fine.
In terms of gameplay, this was the fastest game so it really lived up to it title. It starts with the placement of asteroid cards which will determine how your board will play out. Then, as fast as you can, each player paces ships cards from a deck they have throughout the table. Each ship is different, firing lasers in different directions, having different amounts of health/shields and having numbers that indicate how quickly they take their turn. After all the cards are placed, each player determines which enemies they hit with their lasers/ which players hit them, how much damage is done and ultimately which ships are destroyed and which survived. On top of all this, hitting one of the asteroid cards gave you a point as well and since many of the ships fire lasers in multiple directions, strategically playing the card to hit both an enemy player and the asteroid could be to your advantage. The person that has the most points by the end wins.
One thing I really enjoyed about this game, was the many possible ways a game could play out. I think you would have to play many thousands of games to ever have any two that played out the same way. This kept it so interesting and that fact, paired with the fact that it was such a brisk game, made it very engaging.
The only shortcoming of the game, was the amount of time it took to tally up the points of each player. Determining all of the lasers missed or hit, how much heath each ship has, etc. was one thing that was actually pretty time consuming. While not as well thought out as Swords and Sail is, I do think Light Speed is a far more unique pnp experience and it was very refreshing.
Sunday, August 30, 2015
Resident Evil Remake (Gamecube) Trailer
There are many reasons I like this trailer. First of all it flows nicely and does not overload the viewer with information. As a result the final trailer ends up being short and sweet, showing us some great bits of the game but not revealing too much or drawing it out for too long.
I also like it because it starts out by showing the atmospheric elements of the game, then transitioning to the action elements, which I think is the trait that really defines the Resident Evil series.
Finally, the music really helps grab the viewer. The crescendo music is perfect for a horror game; and as it rises, the footage shown seems to become more and more intense till it all stops and brings us back to an atmospheric shot with the title.
Sunday, August 23, 2015
Thursday, August 20, 2015
The purpose of this blog
My name is Seth Baldwin, I am a sophomore studying Game Art at Ringling College of Art and Design in Sarasota Florida. The purpose of this blog is to document the progress of both my general artistic and game designing skills as I progress and evolve throughout the school year.
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