Tuesday, November 22, 2016
Tuesday, October 18, 2016
Print and Play
My print and play, Heist, is officially finished!
You can find it here!
Heist is a game where players steal from each other in order to become the most infamous thief in the world.
You can find it here!
Tuesday, October 11, 2016
Board Game changes part 2
I reiterated on the movement of the players so that their not completely unrestricted while still allowing an enormous amount of freedom. I need to take more command of the map and have it play more of a role in the game, but I haven't perfected that iteration yet so I won't be playtesting it until Friday. I made several parts of the rules a littler clearer, but other than that I just worked on the art of my game, which is still not in the printable version because it's still incomplete.
Friday, October 7, 2016
Board Game Changes
My board game remains almost the same, I changed around a few rules to where players draw cards more often and that they are more clear and concise. The board now has spots in which players cannot land and can use as cover from other players, while it isn't a large environmental factor, it still adds a degree of difficulty and strategy to the game. I'm going to test the ability to steal through the blocks today, if it goes badly than players cannot steal through them no matter what their range. I also did some more player balancing as it was suggested that one character was overpowered, I nerfed the range of that character.
I'm currently working on the art portion of my game, but because not every card is finished artistically I've yet to print them and test them that way, but I have settled on most all of my designs for each card in the sketch phase, but have yet to finalize the drawings of most of them.
I'm currently working on the art portion of my game, but because not every card is finished artistically I've yet to print them and test them that way, but I have settled on most all of my designs for each card in the sketch phase, but have yet to finalize the drawings of most of them.
Tuesday, October 4, 2016
Game Mashup
In game design, we were tasked with combining two games into one, fortunately for my group we received two very different games whose pieces were relatively unmeshable from a first look, cards against humanity and an RPG game called BFI. A humor game combined with a very serious rpg game was just a recipe for disaster and laughter.
We ended up making a game that which can really only be described as an rpg. Here are the rules.
Pick any character figurine from BHH
Everyone starts at entrance hall
Randomly place spider and dog in any room
Each player rolls a die to determine which CAH card to draw. 1 = Black 2 = White
Pick a card from the ITEMS or OMEN pile, and a card from the EVENT pile
The three cards can be combined to either:
To add an item (any of the three cards) to your inventory, you must collect it by moving to the relevant room on the board
Roll two die to determine number of spaces to move. If both turn up blank, re-roll
You may 'steal' tokens from other players by utilizing your inventory. Winner is decided by vote from other players
The experience was overall fun and enjoyable, but if we ever made it into a real game, I don't think it would sell or that many people would play it.

We ended up making a game that which can really only be described as an rpg. Here are the rules.
Goal: Once all tokens are off the board, the player with the most tokens, wins. Players with same amount of tokens duel each other with remaining cards until last one standing.
Set Up: Place room tiles from BHH randomly around entrance center-piece while still matching entrances. Pick pieces that hold narrative (ie: "Bloody Room" over "Patio"). Place dead ends around perimeters and place a token in each space.
- Spiders - cannot pass unless able to kill
- Dog - appease with a treat from your inventory. Roll die to determine if you're allowed to pass. 1 = No 2 = Yes
- Move to a relevant room (ie: Draw Grave Dirt - Move to Graveyard)
- Perform an action (ie: Draw Chainsaw - Eliminate players in your room)
- ie: Draw Mecha Hitler, must move to Furnace Room to fuel him
The experience was overall fun and enjoyable, but if we ever made it into a real game, I don't think it would sell or that many people would play it.
Friday, September 30, 2016
Concept Statement-
“Steal to Rule”
Theme-
My theme revolves around its core mechanic, stealing from other players. Each player is a thief competing to have the most loot by the end of the game. Each thief is represented by a different character, who steals in a different way from every other character.
Setting, time period, location, culture
My games theme takes place in that of fantasy medieval setting in a bustling cosmopolitan city. The four different player options would represent for different cultures or guilds of thieves in the city. The board would represent a poorer part of the city and the thieves factions within in.
Style
Color Palette-
Friday, August 26, 2016
For an assignment in my Game Design class I was tasked with creating a presentation based around environment artists, featured above is that presentation. I interviewed Molly Warner of Bioware, and Bryan Shannon of Arkane. While I did ask them a few different questions, not every question made in into the presentation. I will post the full question list and full answer list for each individual artist at a later date when I have time. For now, enjoy!
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