Super Real School Life

In this assignment, I created a game called Super Real School Life. I appropriated the the game mechanics from Monopoly. The gameplay is very simple. The player has to do is shake the dice and take the corresponding number of steps. Select a slip of paper after a date has arrived. There will be a score on the slip. Players start with a score of 50 points. When the player reaches 100 points the player wins, but if the player loses all his points, he loses. My inspiration came from the word experience. I think of my college life when I see the experience. I thought it would be fun to make a game out of my college experience. The notes were all things that I or any other student would encounter in daily life. In addition, my idea reminds me of my first artwork. In my first artwork, I use color to record my daily mood. The content of the notes in this game is also based on my mood every day. For example, I’m usually in a bad mood on Thursdays, so everything on the note will be losing points. If I have to ask what the meaning of this game is, I think it is that although there may be some bad experiences in life, there are still good things to happen. In my playtests, some were lucky enough to hit 100 points right away, and some were lucky enough to hit 100 points right away. But in my last playtest, the player had exhausted all the slips of paper and was still playing. I think these results are also very interesting, because I can see the luck of different people. 

Artwork 3: Intervene

In this assignment, I chose to intervene in the Dead by Daylight. Dead by Daylight is a multiplayer game. The player can choose to play as a human or as a killer. The human player needs to fix five motors and open the gate to escape. And the killer needs to stop them from fixing the motor and kill them. My intervention was to do something completely unrelated to the character. Humans are supposed to avoid killers, but I try to find them and taunt them to see how they react. I’ve tried many times, but basically the killer takes me down as soon as he sees me. After many attempts I finally met a killer who would knock me down without meeting me. I crouched in front of him and pointed at him. He didn’t kill me. He just looked at me and spun around. In the end he knocked me down and hung me on a hook. My actions also saved the life of a teammate. My teammate ran out while I was interacting with the killer. After seeing the killer’s reaction I decided to play as a killer and see the human reaction. What happens when killers stop killing people.I don’t use a knife when I see a human player. I just watch them. The human players would run away at first, but once they knew I had no intention of knocking them down, they started interacting with me. It’s better to see how other players react when playing as killers than when playing as humans.I gave the human player two knives at the end, but I let them go. I think this interaction is interesting, because the relationship between human and killer is completely different with my intervention. My inspriation comes from Stanford prison experiment. In this experiment, everyone is doing something relevant to their identity. The authorities in prison exert pressure on the people in custody, and the people in custody suffer in silence. My idea is completely different from this experiment. I wanted to see how people react when they do things that are completely contrary to who they are. The identities of the killers and escapees in this game are like those of the prison guards and prisoners in the experiment.It’s like a prison cop who never punishes a prisoner again.I wonder if the relationship between the two will change.

Situation puzzle game


The player tries to reconstruct the whole thing after reading the sentence provided. Players can ask me questions about the case. I would just say yes, no and it doesn’t matter. The player needs to know the whole story of the case from these questions. The player has three chances to ask me for a hint about an item. I’ll tell them what it’s about. 

Artist statement:

The game mechanic I appropriated was a game called 海龟汤 (Turtle soup) in China. The rules of the turtle soup is to give an incomplete story, let quizzes to ask the possibilities of the problems, and ask to solve these problems can only say “yes”, “no” or “has nothing to do with it” these answers, so the quizzes must in limited clues in the reasoning of the event, by defining the Q&A piece together a full picture of the story. I didn’t change the rules of the game too much because the mechanics were hard to change. When I was playing on my own I found it a bit difficult to tell what happened by asking questions alone, so I added in the rules that players could ask me for three items. In this work, I borrowed more from the story in the game. I adapted it from a story in a book I read in junior high school called 十宗罪 (Ten Deadly Sins). The original story is like a murderer killed a woman and was heard by a blind man. The blind man asked what he was doing. He said he was mopping the floor. The next day the police saw blood all over the floor, but there were no footprints, because the killer had used the body as a mop and had wiped his tracks with the victim’s hair. And then I adapted it into a man had to go to a public toilet because his toilet was broken. It was dark in the toilet and he met a cleaner. He said hello to the cleaner and went to the bathroom. The next day the police knocked on the door and said there had been a murder in the toilet yesterday. The man quaked when he saw the photos of the crime scene. Why is that? I think appropriation can make the work more perfect, because the original work is already perfect. It can also give new life to previous works when used for appropriated by later people. After being used for appropriation, people will pay more attention to the original work. My inspiration comes from one piece from Grapefruit, which is a conversation piece. In that piece, people are trying to use their words to convey information. People also need to judge whether the information they are being given is correct. That’s pretty much the same idea as my game. I don’t give the player too much information, but the player still has to piece things together from the information I give them. Unlike Yoko Ono, my information was correct.



My life

Get a piece of paper

Get some crayons

Use one color to represent the mood of one day

Draw anything thing I like

Make sure draw on the same paper

Draw for a week

In “Grapefruit “, there are many pieces about painting. Yoko Ono tried to paint room, shadows or other things. My inspiration is color. I think people’s lives are colorful, blue is blue, happy is orange, irritable is red. Every day has its own color. Also, there are many songs use color to represent their mood. For example, there is a lyric talk about it in Taylor Swift’s cruel summer, which is “It’s blue, the feeling I’ve got”. School days may be boring, but they are definitely not colorless. From the color in my works, I can see my daily mood. The red part indicates that I must have had a bad day. Every day something affects my mood. I want to document my life in color, to prove that my life is not black and white. In order not to feel like a zombie during a Novel Coronavirus pandemic, it is important to keep track of your feelings. As a student, it’s easy to tell the difference between a school day and a weekend. From Monday to Friday. I feel like “my life sucks,” but then on the weekend it instantly becomes “love & peace.” The result is messy, but it’s also organized. The proportion of each color is about the same, and there will not be a picture of one color. T his is my life, too, and it doesn’t seem organized, but the proportions are just right. Drawing is really an amazing thing, and the colors are the same. People can do anything with drawing and use color to express any emotion they want to express. I think that’s what makes this assignment interesting.