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Destroy Draw Build

Destroy Draw Build Score

With Assistance 

From 1-100, choose how much you want to destroy.

Choose a graffiti pattern.

Chose whether to paint the old or the new.

Behold.

Without Assistance (i.e. with an administrator that knows how blender works and how the score is played)

Open the Blender file. 

Enter Edit Mode, Go to Select->Select Random.

Choose how much you want to destroy.

Right click-> Delete.

Pick a graffiti pattern from your available textures.

Choose whether you want to apply this pattern to the remnants of what you destroyed or what is going to fill in the gaps. 

Unhide the original model.

Destroy Draw Build Reflection

Destroy Draw build is of course inspired by Dada, but also inspired by the cartoon network show Destroy Build Destroy and the episode of Friends where Ross gets married. The goal of the piece was to allow players to experience the process of creation and destruction and ponder how they’re intrinsically linked together. Thus, the dichotomy of creation = good destruction = bad isn’t true, as new things cannot be created without old things being destroyed, and even without creation, destruction in of itself can lead to and be beautiful. 

Many of our readings talk about the political underpinnings of movements like Fluxus and Dada in addition to how they challenge what art is, especially the commercialization of art. This greatly inspired when designing this game. I can’t for the life of me remember the artist, but in class one of the slides went over this machine that broke and set on fire when operated, and thus could only be operated once before needing rebuilding/repair, and that was a great source of inspiration as well. I wanted to create a score where the process was as much the art as the literal artifact leftover at the end of said process, and I also wanted destruction to be part of that art and process. Socially, I want this score to recontextualize the meaning of destruction and thus art. I’m not sure how widely held this belief is right now, but I know some people think of graffiti just as defacement (in a way a form of destruction in of itself) and of course the art medium isn’t simply that. By pairing graffiti with literal destruction and then tying that to beauty, I want people to realize that many things can be art that you wouldn’t first expect. Hopefully, this would be a step for people to wonder why art has to be so commercialized, as graffiti can be beautiful and yet isn’t traditionally “commissioned” most of the time.

Playtesting was fun, I primarily did it with my roommate and my girlfriend, and it was interesting to see the different approaches applied. Some playtesters took more of a “screw it” approach when it came to the actual destruction, almost like they were just curious to see what happened. On the flipside, some where much more cautious. I find these different approaches telling, and would love to present this game to more people to see where most people default to. I also wonder what insight about people could be gained from such a choice, and how that choice could affect the score if I chose to game-ify it more.

Technically, this project presented some annoying difficulties but nothing too crazy. I was unfamiliar with blender so I had to relearn some elements like how to properly apply modifiers and texture mapping, some of which took some time. 

Overall, I am happy with how the score turned out. My favorite artifact would have to be the church paired with a graffiti pattern that had a lot of softer pastel colors, as shown below. I thought it ended up looking both very nice, and very nice in a way a church traditionally doesn’t (as the color scheme is anything but traditional). If I had to improve anything going forward, I would likely try to automate the process so that the user only had to input a few numbers, but that was beyond the scope of this project. Additionally, some technical issues remain, as I’m unable to render any high res images of my final product due to using in the rendering pipeline (everything is becoming tinted pink when I try to render it). While this could be a cool addition if I expanded this (pick a tint to tint the image or nothing at all) I would like the user to intentionally have that choice and not have it be forced on them because of a bug. 

Destroy Draw Build Pictures 

Final Product

 

Following Your Past Through Pictures

Instruction

Take a picture of you. Then find a picture or video of you that was taken at least a year ago. Compare how you look today with how you looked back then. Then go back another year and repeat the process. Keep going back until you’ve reached 3 years or ran out of pictures. After you’re done, talk to a partner about the differences you noticed.

Materials Required

phone(provided by the participants)

Artist Statement

For this project, I wanted to create a score that focused heavily and specifically on self-reflection and soul searching. I believe it is an important and meaningful practice that should be done by someone every once and a while to remember where they’ve come from and who they are now.

The project is inspired by books read in class, such as Grapefruit by Yoko Ono. This book contained simplistic directions and instructions that were clear enough to understand but allowed for the reader to interpret them in their own way. This created thought-provoking and meaningful experiences that were unique to each and every reader but similar enough that they could be compared. After reading this book, I knew that I wanted to at least attempt to construct a score that achieved a similar effect.

At first, my score involved taking a series of pictures that represented different points in life, such as pursuing marriage, graduating from college, and having children, and arranging them in way that fit the life the player had in the past and the life they want to have in the future. However, I ran into a simple but devastating problem. What is considered a “meaningful” point in life? Owning your first pet? Getting your first house? Getting your first real job? What about something as small as achieving a savings goal? Fostering Self-love and self-appreciation? The problem that I uncovered was that there are simply too many experiences that are important for the human being to be condensed into 15 or 20 simple images. This in turn complicated my process, and I had to pursue the project from a different angle.

Consequently, I turned my attention to how a person views themselves, and how that self-image changes drastically even in a small amount of time. I focused on the pictures provided by the player themselves rather than by the project, and how the change of those pictures over time represents the change in the player’s sense of self, thus leading to the final iteration of my project.

Through the playtest, I received overall positive feedback from participants. They found the score very enjoyable and insightful, as it gave them a chance to reflect on how much they’ve grown as a person and appreciate what they’ve become. As a result, I would describe my project as a complete success.

Pblind&J Game

Instruction

  • This game is designed for one single player at a time
  1. Cover your eyes with a eye mask and ensure nothing can be seen at all
  2. Touch, smell or use any other senses to feel everything in front of you
  3. Trying to determine which is which(including the tools you would need to make the sandwich)
  4. Find the bread and lay it on the cutting board
  5. Find the Jam and spread it
  6. Find the peanut butter and spread it
  7. Put the two slices of bread with spread together.
  8. Taste your sandwich

 

Material required(provided)

  • Bread
  • Water
  • Apple jam
  • Peanut butter powder
  • Spoon

 

Link to Presentation:

https://docs.google.com/presentation/d/1oyWSo9VXRoFq3RBi9OL-lc2-bG8TssTnuDS3W4zhtMs/edit?usp=sharing

 

Author’s statement

The game is inspired by both the previous class work and class activity. I went into thinking if we rely on our dominant sense, which is the vision, too much. Thus I want to design a game in which every sense except for vision will be greatly involved.

Along the development of the game, several changes have been made. 

To begin with, changes were made to the game materials: traditional peanut butter was replaced with a mixture of peanut powder and water (blended to become peanut butter). This was done to enhance sensory interaction. Since the peanut butter differs from the traditional one, players need to rely on their sense of smell to identify the ingredient.

Then the game process has been improved to become more precise and more controllable. Instructions should be handed to the player before game play starts while the game player should not have a peak on ingredients.

Through playtest, several feedbacks on the game have been collected: most players agree that the game achieves its initial approach and theme. It’s a highly interactable game for players to fully engage various senses. The limitation on vision encourages and helps the game achieve that. Before Yoko Grapefruit, I hadn’t tried to think of a game presented this way, yet at the end of game playtest and game development, it has strongly convinced me of its significance and playability as a game.

Yranoitcip

I got the inspiration for Yranoitcip from a Leetcode session with my friends. One person would be at the board, coding based on the instructions given by the audience, and the next person would either continue or erase what had been written based on their own understanding. This sparked the idea to turn it into a competitive environment, where teams have to balance collaboration and misdirection to win.

Yranoitcip is a game designed for two teams with two drawers at the board, but here’s where things get tricky: the teams can give instructions to either draw or erase, and some players might even sabotage the drawing with misleading instructions. The goal? Get your team’s drawer to guess what’s being drawn before the other team!

Special shoutout to Yoko Grapefruit, who helped me shape the concept by adding more depth to the competition. She suggested the element of “hidden identities” to introduce more uncertainty, making it harder for players to know who’s helping and who’s sabotaging. This added an extra layer of strategy, where not only are the drawings at stake, but trust within the team becomes crucial to winning.

Rules Here: https://docs.google.com/document/d/1Y9B5rsfYI5aITZXs7Kcl7TXKdOCzdfwKs7UGJjfzMIo/edit?usp=sharing

Artwork #4 : Overwhelming

Inspiration: My own personal experience since starting college. I wanted the player to feel an overwhelming amount overwhelming while playing the game through tasks. 

Jason Rohrer’s “Passage” helped me create the idea of trying to invoke a feeling/ experience from the audience.

Title: Overwhelming

This is a 1 v 1 style game.

Setup:

One timer set to 5 minutes

Each player recieves 8 task cards (each card should be different)

16 task cards

Task Cards:

  1. 2 Math cards (complete 3 math problems)
  2. 2 connect the dots cards
  3. 2 draft emails to your professor (prompt is different on both cards)
  4. 2 Send 3 messages
  5. 2 Choose cards (about exercising)
  6. 2 Check your emails
  7. 2 Write a to-do list (1 card is about a to-do list for today while another is for tomorrow)
  8. 2 Write down what you plan to eat later

Additionally each player is given a math worksheet and connect the dots pages.

Math worksheets were found here: https://www.crk12.org/cms/lib/DE01903180/Centricity/domain/529/unit%20one/order%20of%20operations/Common%20Core%20Sheets.pdf

Connect the dots pages were found here: http://cms5.revize.com/revize/franklinlifelong/Solutions/Solutions%2020-21/At%20Home%20Activities/Activities%20through%204-14/Extreme%20Dot%20to%20Dots%201.pdf 

Gameplay:

Once the timer has started, each player is recommended 30 seconds per task in order to go through as many tasks as possible. Every minute an event card spawns in which players must stop what they are doing to try and complete that task. Once the event card is finished, players may resume trying to complete their tasks. Each event card is different and the players are responsible for keeping track of the time. In addition, event cards that require you complete a seperate task (Registration and Billing) gives the player that completes them an extra completed task. The player with the most completed tasks by the end of the 5 minutes wins the game.

Event Cards:

  1. Re-do a task you just finished
  2. Registration has opened (look for 4 classes from different subjects) (Both players may win)
  3. Billing statement (pay $250) (Only one player can win)
  4. Time for a snack (take a 30 second break)
  5. You got an extension (you have 30 seconds to finish a task you didn’t complete before)

Items for event:

On the left, there is bills that add up to $410. So that way only one player can win.

On the right, there are papers with various classes written in them. Each class is different and also some are full which means you can’t enroll in that class and have to find another.

Artist Statement:

As you can probably tell by title, the theme of this game is being overwhelmed and stressed. I wanted to create an art game that simulates being a college student is a still fun kind of game. When I first started making this game, I had 3 things in mind: how am I going to overwhelm the players, what kind of game should this be (1 person, 1 v 1, 1 v all, etc), and how do I make it also fun in a sick twisted way. After reflecting on myself and my experience, I settled on a 1 v 1 style game because I constantly try to compare/compete with other people even subconsciously. Having the players compete against each other helps increase the stakes, and stress the players even more. In terms of gameplay, I knew having a timer would be a central element in stressing players out because time stresses everyone out especially when you don’t have enough of it, forcing players to complete tasks, keep track of event cards, and time manage everything. My game is an art game that allows the player to experience stress and being overwhelmed. I got this idea from “Passage” by Jason Rohrer. In the “Works of Game ” by Sharp the way he explained the game really pulled at my heartstrings,basically being the passage of time and how we all die in the end convinced me to try the same thing in my game. An art game is supposed to be an immersive experience that portrays what you want the players to feel. I hope I was able to accomplish that in my game. 

 

Fun-Sized Party TRPG

The link of the intial game lies here: https://docs.google.com/document/d/1Yp_ar11r5YD4KgCzbWW-UJo9-Me2pTxPWS2h1F9NL3A/edit

I tried my best to ritualize the procedure of the game in an Onoesque way that simplifies everything to the extent that the game is almost unbearably simple, and provided very straightforward and malleable insturctions for each and every step, as an Ono piece would radiate that sort of energy.

The procedure of playing this game extended into crazy and unrestricted interpersonal gameplay, which was my designated plan. That sort of freedom of interpretation took away some constraints of a traditional TRPG and made a fun experience that is easily understood and replayed. I did hope that the extensive usage of the d6 would also bolster that accessibilty and create a party game that would help people enjoy instead of feel constraint in almost any sense. I tried and the rhytm of the game was highly malleable, which also resonates with how simplicity was the central theme of Ono’s works.

Despite liking the sense of this artwork, I find that I would need to be better with people to have the best fun in this game.

Artwork #2: Monopoly: Aftermath

Monopoly: Aftermath

Game Mechanics:

  • Free Parking -> Parking Tax $150
  • Income Tax -> Increase pay to $400
  • Luxury Tax -> Increase pay to $200
  • Go To Jail -> Go To Just Visiting
  • All “pay” cards are doubled (chance/community)
  • Going to jail card takes you to Just Visitng instead

Fun Fact:

  1. The total cost to buy and upgrade everything to max is $14,850
  2. The total amount of money per Monopoly game is $20,580

Game Setup:

Do math: 20,580 – 14,850 = 5,730

  1. 2-players -> 2,865 per player
  2. 3-players -> 1,910 per player
  3. 4-players -> 1,432 per player
  4. 5-players -> 1,146 per player

Rules:

  • Regular Monopoly Rules except…
  • Everything is always fully graded and bought
  • Last player standing wins

Other ways to play:

Players agree on how much money they wanna start with and try to outlast each other.

Pretend all the properties have hotels...

Time to not go broke

 

Artist Statement:

When thinking of a game to create, I had my eyes set on Monopoly. The first concept of the game was called “The Landlord’s Game” created by Elizabeth Maggie. Her intention was to expose how property owners profit from impoverishing renters. I wanted to use that idea but modernize it, creating a game where you can “win” but come to the realization that you will never truly beat the game. In  Monopoly: Aftermath, you start the game with all the properties already being bought and fully upgraded (hence the “aftermath” in the title). You are given some money to go around the board and try to be the last man standing. I decided to also change some of the spaces and rules. All the tax spaces are doubled in cost, Free Parking now charges you, all chance and community chest cards that say pay are now doubled, and you can no longer go to jail(the idea is that you are not worth the police’s time since you are too poor to be significant). While I also wanted to edit the cards, I unfortunately had no time to do so.  My reason for these changes is to highlight the state of our economic system where people aren’t able to buy property,  cost of living has increased unlike our paychecks, and it’s only a matter of time before everything seemingly leads to you becoming bankrupt. After going through my two playtests, players loved the satirical aspect of how realistic. In the readings there was anti-war art, specifically in the Berlin chapter with John Heartfield and George Grosz who created art to not only express their feelings about the war but to also convey the detrimental effects of it. I wanted to create an anti-property owner game like Maggie did. I also had players suggest themes for this concept in actual places like Los Angeles, Boston, San Francisco, etc. But why not let someone else come up with that idea? In the spirit of DADA, I would love it if someone would appropriate my game and/or come up with a different interpretation with my game as inspiration.

Dinner Piece

Dinner Piece

Find a good afternoon
Walk to your favorite grocery market
Ask someone for their favorite course
Thank them for sharing
Get ingredients for that course
Hum and walk home
Appropriate that course in your favorite way
Enjoy it in the way you like

This score was designed to give the player a chance to have some simple time and just enjoy oneself. It does nothing difficult or aloof, which is something I want to erase from my artworks. It could be beautiful while serving a “purpose” that could aid a daily procedure. But again, I took my inspiration from Yoko Ono, and her artwork specialized in giving brief and elegant experiences. I didn’t aim to go as brief but there also was an element of trust that I took from her works, a bit of interaction with the world. It’s very important to feel not alone and content, I hope that this score could do something to help my audience understand this.

Score: Go Fish ?

Documentation:

  • Looked around my room for an idea
  • Saw deck of cards on my desk
  • Thought about what game to play with those cards
  • Then thought , “What if you can’t see your cards”
  • Immediately go fish came to mind

 

Go fish?

 

Get a standard deck of cards

Shuffle deck of cards

Give each player 5 cards

*They can not look at their cards

Instead pick up your cards and have them face your opponent 

The youngest goes first

Take a card from your opponent 

You can either ask if you have a card or 

You can ask if you have a pair in your hand

 

Notes:

After testing the game, we realized how you can easily get a pair but not even know it. 

Let’s say you steal an opponent’s card to make a pair, but they also have a pair of that card in their hand. What do you do? 

How far does your integrity go?

Making roommate play my game.

 

Artists Statement:

My goal from the beginning was to create a game that was simple yet had an interesting twist on an already existing playable game. I was inspired by all of the chess scores and some of the readings. I was especially inspired by Essential Questions of Life Chapter 3, when they showed artwork of objects that already existed but made it useless. I really liked the concept of re-inventing an existing idea but with an interesting spin. That’s when I looked at my deck of cards and thought “How can I introduce an interesting twist to a well known card game?” One of the first games that I thought of was Go Fish because it is a very simple game to play, and it is very important to know what cards you have to get the sets that you need. White chess was a big inspiration to me because it took a very well known game and added one simple change that completely altered the way the game was played.. Everything was white. Similarly, I wanted to change Go Fish. That’s when I had the idea; What if you were not able to see your own cards? I have to admit I thought that it was going to be impossible or extremely difficult to play, but my roommate and I were able to have fun playing the game. Although Go Fish? is a relatively straightforward game, there is still room for interpretation between players. Players are able to decide how they want to play the game and can even add their own rules or playstyles if they want. In creating Go Fish? My goal was to create a game that was both enjoyable and easy to learn and play. I really hope that my game was able to accomplish those goals, and will allow people to see more games in new ways, and create ways to change the game by adding or changing the fundamental rules.