Monday, February 25, 2013

Day 14

Can you say mind blown? Todays introduction problem solving game was intense. It's a type of game where all of us need to work together and listen to one another to make the game flow without messing it up. Object of the game... LISTEN and pay attention to your surrounding and try not to get distracted. Communication is key in any group problem. 

Planning out a brief is what people use to communicate through paper about their company/project. Time, context, and ethics are valuable in this process. It is all about the experience a designer creates to keep the client/ audience satisfied. Designers like us should use a method known as S.W.O.T. Strength, Weakness, Opportunity, Threats. When thinking of what to write in a creative brief.  


Friday, February 22, 2013

Day 12 &13

Game Design Critique Days

During these two days, we spent a vast amount of time on everyone to give them feedback on their game concept. I'm grateful for having two days to do critiques because these critiques we do in class helps each of us grow individually as a better presenter and self confidence in our work. even though talking in front of the class can be nerve wrecking sometimes, I gain a lot out of it. Giving criticism is the best advice to give to people, saying it looks nice does not cut it, it does not help the person you say it to because it can always be better somehow. 

From the critiques I received from the class i learned that I need to be more patient with my audience I am selling my game to. Being clear, precise, and to the point is my goal in a presentation.  

Friday, February 15, 2013

Day 11


Gathering around the table and looking at original concepts for games was interesting. The fact that mostly everyone who presented stuck to the basic board game route was interesting since we live in a technology savvy community. And the usage of DICE was crazy. It is kind of hard to think of original ideas for games, but once the ideas are let out, the good ones come back to back, at least it did for me. While i was brainstorming for ideas, I too kept using a dice as a way to move a pawn or decide something, then I starting changing it up a bit so the games I create won't be boring. Hopefully the game I decide to stick with and present catches peoples attention and would want to play. 




Now for the game I am going to create, here's a preview of what it consists of...

Day 10

Game Day!!

Playing a game, and actually thinking of the concept of what the designers were thinking when creating this novelty game is difficult for me. At the end I suppose i was able to figure it out and balance the fun with the educational. The games I played were Catch Phrase and Cranium. Catch Phrase was confusing at first, my group tired a couple ways on how to play it, the first 10 min we played it was okay, and we were all going at a normal pace saying its a fun idea.. After when we googled on how to play with the actual rules, it was a very fun game. Very fast paced, pressured, it gave me anxiety at one point cuz I really wanted to win.
This comes to show that rules make everything happen in a game. When we put the boundaries to the game it made it all happen. When time was up, my group realized we were still playing and were really loud, cuz of how into it we got. Cranium was fun but it was too slow for me so I kept getting distracted easily. 






Looking at the new design for the game catch phrase makes so much more sense. 

Day 9

Who knew mind maps can be shown in several different ways... The main concept i got out of the whole Mind maps slideshow was to get everything out on the paper. The key point is to just do not think about it. The mind needs to be clear of the "stupid" ideas, in order for the good ideas to come out. This is why doodling helps, it gets the useless ideas out of your head, and lets the good ones out. Why aren't people implementing this in their creative process? I don't know, but it would be interesting how I can do when I use this method. 

Having to imagine a scenerio like winning a lotto was fun. I had so many ideas on what to do, how to use it, who to tell... I started drawing out my ideas after a certain point b/c I was tired of writing them out, even before Jimmy told us to draw stuff out after he had given us the task.  

Always important factor to keep in the back of your head when starting a project, BREATH!

Tuesday, February 5, 2013

Day 8

     There is not a perfect soul out there. If there is, then something is wrong. There can be points that come close to being almost perfect, but there is only so much a human mind can grasp. There will always be someone who is greater than another in something, while some are better at something while the other isn't. When these two people come together, they form a bond that makes products almost perfect. In the design world, things are done collaboratively. This is the only way a person can reach that "perfect" quality they are looking for. 
     The significant factors a group definitely has are to create, solve, understand, respond, and utilize. These five factors come from the "Designer of 2015 Competencies." No single designer is likely to have all these factors to its maximum usage. People may get inspired to reach to their full expectations by restricting themselves. This happens among us all because restriction brings creativity to an artist. This idea was brought to me through the movie, " Freedom on the Fence." 

Friday, February 1, 2013

Day 7

         Sitting back in class and listening to other people's stories of how they came to be a graphic design major was interesting. I did not know the possibilities of the problems people could run into. Listening as to how they overcome these problems, makes me feel I do when i think of my major. I am in it because I'm passionate and so are the rest of my classmates. We love what we do, and that is my we want to make a living out of it, no matter what obstacle comes our way, even if we struggle a bit at times, there will aways be a way to solve the problem.