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Artwork #4 – Sound Effect!

For Artwork #4, I wanted to create a game that would have players experience the work of a sound engineer. Sound Effect!, as the name suggests, is about experiencing the randomness and pressure of creating sound effects on the spot. As someone who sometimes has to make sound effects on the spot, I wanted the players to feel a similar rush, but with an even shorter time limit, letting them experience the need to act fast and rely on their instincts.

For Sound Effect!, everyone brings an instrument of their choice. Each round begins with the group drawing an action prompt. The prompts can be anything from “a door creaking open” to “footsteps” or something conceptual like “a spell charging up.” Once the prompt is revealed, each player has a minute to experiment with their instruments and create a sound effect to the best of their abilities. After the minute is up, the players take turns playing their sound effects. Each performance shouldn’t last more than 10 seconds. They should be brief and convey the idea effectively. After everyone has performed, the group votes on whose sound Effect was the most realistic or convincing. However, you can not vote for yourself. The person who receives the most votes earns one point for that round. After a set number of rounds, the player with the most tally marks wins. If there’s a tie at the end, the tied players do one extra sudden-death round with a new prompt, and everyone else votes to break the tie. This game is meant to be creative. Don’t let rules and prompts limit your creativity. I have created 4 variations of the game for different player experiences. I encourage players to develop more variations of the game to play with friends, using the existing rules as a foundation.

Rules:

  • Setup:
      1. Each player will either choose an instrument or bring their own. The game comes with a small list of action prompts to help new players get started. You may also add your own prompts at any time. The players will decide how many rounds they want to play. 
  • Start of the Round:
      1. Draw one action prompt from the list and read it aloud to the group.
  • Prep Time:
      1. All players will have one minute to create a sound effect on their instrument that matches the prompt. 
  • Performances:
      1. After the minute is up, the players will take turns playing their sound effect. Each performance shouldn’t be longer than 10 seconds. Keeping things brief for a faster pace and potentially more rounds. 
  • Voting:
      1. Once everyone has performed, all players will vote for the sound effect that best matches the prompt. Players cannot vote themselves. 
  • Scoring:
      1. The player with the most votes will receive one tally mark for that round. 
  • Winning:
    1. After the final round, the player with the most tally marks wins. If there is a tie, the tied players will play one extra round, and everyone else votes to break the tie. 

 

Game Variations

Each variation uses the standard rules unless stated otherwise below. 

  • Team Game:
      1. Tools Allowed:
        1. Standard instruments or any variation of a tool that your group agrees upon. 
      2. Team Making:
        1. The players may decide how many groups they wish to break into; However, if the number of players exceeds 9, the minimum number of players per group must be 3. 
      3. Prep Time Changes:
        1. Players are allowed 2-3 minutes per round to compose. 
      4. Performance Changes:
        1. Teams must play together rather than focus on individual performance. 
        2. Each team will be allowed up to 20 seconds. 
        3. Players are allowed to layer, alternate, or blend sounds; however, everyone must have played at the same time at least once.
      5. Voting Changes:
        1. Each player may award a different team a point in each category
          1. Clarity: Was the concept clear in the team’s performance?
          2. Creativity: Was the performance unique and creative?
          3. Teamwork:  Was the team coordinated?
        2. The team with the most points wins, and the game continues. 
  • Random Objects:
      1. Tools Allowed:
        1. Players may not use instruments. Each player will use an everyday random object, ie, keys, cups, pencils. 
      2. Voting Changes:
        1. Players will vote for the sound that is most creative and convincing rather than strictly realistic. 
  • Instrument Swap:
      1. Tools Allowed:
        1. Any instrument or object brought by the players. 
        2. At the start of each round, players will place their instrument/object in the center and select a new instrument. Each player must choose one they are not confident in. 
      2. Prep Time Changes:
        1. Players are allowed 2 minutes to learn their new instrument and create a sound effect for the prompt.
      3. Voting Changes:
        1. As players are new to their instruments, they will vote for the player that they deem creative and intuitive. 
  • Scene Maker:
    1. The goal of this variation is not to compete but to create a scene with all the players. A player will pick a prompt and be the first to start playing a rhythm or sound, keeping it short and replayable. The next player will join with a new sound to help add another layer to the prompt, the next will do the same, and so on until everyone has played. The goal is to create/make the scene of the chosen prompt together. There is no winner or loser; it is about creating something together. 
    2. Rules:
      1. One player chooses or draws a prompt for the round. 
      2. That player starts by playing a short, repeating rhythm or sound inspired by the prompt.
      3. After a few seconds, the next player will join by adding a new layer to the sound while the first player continues to play. 
      4. Players will continue to join one at a time until every player has performed together. 
      5. The goal is to create a scene that represents the prompt together.

Example Prompts

  • Easy (Clear and Simple):
      1. Walking
      2. Running
      3. Knocking
      4. Jumping
      5. Turning around
      6. Opening something
      7. Closing something
      8. The motion of dropping downward
      9. Sliding
      10. Shaking 
  • Medium (Interpretive):
      1. A person starting to fall
      2. Something sneaking up
      3. A sudden surprise
      4. Stumbling forward
      5. A slow build in tension
      6. Losing balance
      7. Heavy footsteps approaching
      8. Something wobbling
      9. A short burst of energy
      10. Someone waking up gradually
  • Hard (Conceptual)
    1. A spark of inspiration
    2. A spell is charging up
    3. A sense of dread creeping in
    4. Something malfunctioning
    5. A chase scene beginning
    6. Calm turning to chaos
    7. Transformation
    8. A dramatic reveal
    9. A plot twist
    10. A powerful entrance

Iterations

For my first iteration, I only used the base version of the game. Everything was going as planned, but I noticed the original time allotted to the player to perform was too long. The 20 seconds were too much time for players to fill within the allotted time for practice. The voting system was also a bit strange, since the classmates who weren’t playing still participated. This created a few confusing situations, requiring us to rescore the results. Some of the prompts seemed a little too difficult for the game. After the first playtest, my professor and I agreed that the goal of making the game feel chaotic and random was a good one.

For the second iteration, we tried switching instruments around to add even more confusion and chaos to the game. Everyone agreed to use an unfamiliar instrument. The game turned even more chaotic, but that was the point. This version turned out to be more fun than the original. This was the inspiration for one of the variations listed above.

After both iterations, I decided to create more variations for the game. I wanted to emphasize that the original version was only the starting point for creativity. I ended up designing four variations: Team Game, Random Objects, Instrument Swap, and Scene Maker. Each one explores a different way to play the game, either by increasing chaos, encouraging people to work together, or pushing players’ creativity in a new direction. This was the point where I decided that the players should build their own variations using the core rules as a standardized base. This is an ever-growing game.

Below are videos from the playtesting!

Link to the game document: Sound Effect!

Artwork#3 Good Vibes Playlist

Fort Artwork #3, I wanted to take a different approach compared to the previous games that I had made. Since this project was assigned during midterms season and the keyword was “intervention,” I thought it would be a great idea to have the campus work together on a collaborative Spotify playlist. The idea behind it was to create something positive and community-based that could help lift people’s moods. To match the theme of intervention, I decided to set the playlist’s genre to “Good Vibes,” leaving that entirely up to everyone’s interpretation. Regardless of age or language, I wanted to see what kinds of songs would show up and how people defined what “good vibes” meant to them.

After completing the design, I printed multiple copies of the flyer and began posting them around campus. Most of them were displayed on bulletin boards in main hallways and near common areas, but I also taped a few inside bathroom stalls, ensuring that more people would see them. The poster featured a QR code that directly linked to the collaborative Spotify playlist. Within the first few days, people started scanning and adding songs. There were a lot more than I was expecting. The playlist quickly evolved into a diverse mix of genres and languages. There were familiar pop, indie, and a few older classics. It was interesting to see how everyone’s idea of “good vibes” differed. Some leaned toward calm, relaxing songs, while others picked energetic or more nostalgic ones.

Good Vibes Playlist

My original Idea was to set up a big sign in the middle of campus that people could scan, but I figured flyers would be better since I could put them in more sports. The first version of the flyer had a yellow and pink color scheme with an almost Hawaiian sunset vibe, but it looked too bright and didn’t really fit what I was going for. I ended up changing it to a darker, clearer design that better matched the mood. Before putting the flyers up, I asked a few friends to add some songs first so it wouldn’t look empty. That way, when people scanned the QR code, they’d see songs already there and feel more comfortable adding their own.

These are some of the locations where I’ve put up these flyers.

Artwork #2 – Who’s Appropriating Who?

Concept

Who’s Appropriating Who? is a collaborative art game where players remix and reinterpret famous paintings together. Each person starts with a different artwork. A theme is announced, and everyone has four minutes to alter their piece using pens, markers, tape, or collage cut-outs. When the timer ends, players pass their artwork to the person on their right. The next player must build on what’s already there — not cover or erase it. Each round continues until everyone has added to every artwork once. By the end, every piece becomes a mix of different hands, styles, and interpretations.

Rules

  • Each player chooses one artwork to start with.
  • A theme is announced for the round.
  • Players have 4 minutes to modify their artwork.
  • When time is up, everyone passes their piece to the right.
  • The next player must add onto what’s already there.
  • Continue passing until all players have worked on each piece.
  • When all artworks return to their original owners, the round ends.
  • A new theme is announced, and a new round begins.

Timing

  • Each turn: 4 minutes
  • Each round: number of players × 4 minutes

End of Game

  • After all rounds, lay out the final artworks.
  • Share, discuss, or vote for fun categories like:
    • Most Creative
    • Funniest
    • Best Collaboration

Inspiration

This game was inspired by the Dada movement and its focus on collaboration, spontaneity, and questioning the idea of originality. The Dadaists believed that art didn’t have to be serious, perfect, or made by a single artist. They used collage, randomness, and shared experimentation to challenge what art could be. Who’s Appropriating Who? follows that same mindset. Each player adds their own perspective to an existing image, blurring the line between creation and modification. The result is constantly changing — a layered conversation about creativity, ownership, and how meaning shifts when different people reinterpret the same work.

Iterations

The first version of this game started as a simple drawing exercise on a whiteboard. I gave the group a theme, and players took turns adding something to a shared image, building on what the last person had drawn. At first, it seemed like a fun way to explore collaboration, but it didn’t really work the way I intended. Without a visual foundation, the results often felt disconnected, and the activity depended too much on each person’s ability or confidence in drawing. I realized that I wanted something that focused more on ideas and transformation rather than technical skill. Using real, published art as a base would give everyone a shared starting point and a clearer visual language to react to.

The second iteration moved closer to that idea. I printed several famous paintings for players to draw on, which helped anchor their creativity, but I ran into a few practical problems. Since the artworks weren’t laminated, the paper didn’t hold up well, and many of the colors were too dark for the markers to show clearly. The two-minute time limit also ended up being too short — people barely had time to think before the round was over. I also noticed that because players could only draw, their additions often felt flat or limited. Something about the experience still felt like it was missing the playful, experimental energy I wanted the game to have.

After getting feedback from my peers, my professor, and reflecting on my own experiences, I refined the game into its final form. I laminated the paintings so they could be reused and adjusted the time limit to give players room to think and experiment. Most importantly, I introduced collage materials like tape, glue, and printed cut-outs. These new elements completely changed the feel of the game — players could now layer, remix, and reinterpret the art in physical, creative, and unpredictable ways. This final version finally captured the spirit I had been aiming for: a mix of collaboration, humor, and transformation that encourages people to think about what appropriating means.

Link to document.

Artwork #1 Tone Deaf

Tone Deaf

‘Tone Deaf’ is a simple but unpredictable music game for four players in a 2v2 style format. Each round, one player acts as the Composer, creating a short melody, while their teammate becomes the Repeater who tries to play it back. Both players roll a dice to determine the “modifiers” that change how they must perform. The Composer might be forced to write the melody backward or only use black keys. Similarly, the Repeater might have to play at double speed or with their eyes closed. Points are awarded for successfully following the modifiers and playing the melody correctly. Conversely, mistakes will cost your team points.

Teams race to 12 points; however, victory isn’t guaranteed. Once a team reaches the goal, they must replay all the melodies they created throughout the game in order. If they fail, the opposing team gets one final opportunity: successfully play their melody, and they can steal the win. This last twist keeps every game tense until the very last moment.

This game references Yoko Ono’s ‘Grapefruit’ due to their similar nature. Like the reading, it employs unusual yet straightforward instructions to spark creativity in unexpected ways. Ono’s work asked people to try unusual task, like “Hide until everybody goes home” or “Take the sound of stone aging. These simple prompts turned into art. Tone Deaf works the same way. Rolling dice to decide rules like “play with your eyes closed” or “compose backwards” might sound silly, but they push players to think

differently and create something they never would on their own. Similar to ‘Grapefruit’, the game demonstrates how simple rules and imagination can transform mundane actions into a highly interactive and enjoyable art form.

Tone Deaf Instructions