This year was my first year attending IndieCade and I was fortunate enough to sit in on some wonderful panels! Among them was Jeremy Gibson's game design workshop, which he has graciously posted slides for at his site http://jrgibson.net/. As part of his workshop, we played a simple card game. The basic idea of the game is to place an allowed card from your hand on top of the center pile whenever it's your turn. If you cannot place a card, you draw a card. First to lose all their cards wins.
After getting an idea of how the game feels and plays, we were asked to change one rule of the game and analyze the results. I was actually really surprised to see how dramatically one simple rule change could affect the game's mood. Rules that affected the rotation made players feel a loss of control, while rules that allowed players to benefit from punishing other players made the game more aggressive and fast paced.
This made me wonder what some universally simple games would be like if you added one simple rule. I decided to try this with the classic, and usually quite boring, tic tac toe. In tic tac coe, the board fills up quickly and the game ends whether or not someone has won. To combat this, I added one rule: each player only gets three marks. In other words, when you place your fourth mark, your first mark is removed so that you can only have three on the board at a time.
I built a quick two-player prototype in HTML to test this out. I quickly noticed a few differences: the game is obviously longer as the board does not fill up, there is added strategy in anticipating where the spaces will clear up, and extra challenge in memorizing the order that marks were placed. Players not anticipating the need to focus and memorize the order would become frustrated when they place their connecting mark and another mark in the winning row would disappear.
The game is available to play here. I encourage you to try it out, and please let me know what your reaction was!
Monday, October 8, 2012
Friday, September 9, 2011
MochiPets
I've been interested in virtual pets for a very long time. This interest has inspired my research into the field of artificial intelligence and dynamic evolution, as well as mutations on a graphical level. I don't want to go into too much detail in this post, but what it more or less boils down to is that I have been trying to create what I would consider the perfect virtual pet. That doesn't necessarily mean it will suit everyone's tastes, but I have been drawing from what I consider successful implementations of virtual pets and trying to fill in the gaps where I feel other attempts have missed out.
In the process, I have drawn a lot of inspiration from Tamagotchi, Digimon, and Chao Adventure. I feel that virtual pets should be unique and represent a pet experience that can't be found outside the digital realm. Because of this, I have been sketching many ideas of how they could possibly be designed as recognizable, but unique entities. This is just a sample of a particular series called MochiPets, who's shape was inspired by the Japanese dessert "mochi." I have vectored a few of them in order to get an idea of what they would look like on screen.
In the process, I have drawn a lot of inspiration from Tamagotchi, Digimon, and Chao Adventure. I feel that virtual pets should be unique and represent a pet experience that can't be found outside the digital realm. Because of this, I have been sketching many ideas of how they could possibly be designed as recognizable, but unique entities. This is just a sample of a particular series called MochiPets, who's shape was inspired by the Japanese dessert "mochi." I have vectored a few of them in order to get an idea of what they would look like on screen.
Wednesday, June 15, 2011
In a Jam
Friday, April 22, 2011
Fast Food Logos
I did this logo as a parody. While driving through LA, I noticed donut shops everywhere. I mean there are tons of them, and they're different ones too, not chains. Even still, they pretty much all have the same sign.
It makes sense though, the sign follows the same red and yellow design philosophy of fast food logos. If you don't know what I'm talking about, this article offers some good insight and examples. Basically, the colors red and yellow have been psychologically proven to induce hunger. Deep reds found in nature tend to represent ripeness or are associated with raw meat. Yellows in modern culture tend to be associated with speed (i.e. lightning is always drawn yellow). I'm not gonna get too deep into it, google searching color theory articles can get you the same information and more. This is what happens when I spend too much time driving in the city.
Wednesday, April 6, 2011
Flying Lotus VJ set
In January, I was asked to do a VJ set for Flying Lotus during his performance at the 2011 UCLA Design Media Arts undergrad exhibit. I collaborated with my colleague and good friend, Max Chang on the project. Max collected stock footage from the internet, while I created stock motion graphics in After Effects and Maya and static images in Photoshop. We then pooled our resources together and prepared a few pre-mixes before the show started. We did the rest of the mixing live along side Flying Lotus' performance. We had a little setup behind the scenes where we used modul8 to do our performance. Our good friend Jon Dallas was kind enough to record almost the entirety of the performance, which can be seen below.
Tuesday, April 5, 2011
World population density
A quick and dirty visualization of the world population density. I made this during a discussion on spatial mapping. I used the map below, found at http://www.ethiojps.org/PopulationMaps.html.
I then adjusted it in photoshop so that the color gradient was in a form more to my liking, darks representing low density and lights representing high density.

I brought this bitmap representation into modul8 and used the transformer - patch function in order the achieve the final result. Below is the same effect mapped to a plane.
Sunday, April 3, 2011
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