http://www.dorkly.com/post/85165/rick-and-morty-art-book
vader example:
https://www.youtube.com/watch?v=0KYxYOo2RnA
https://www.youtube.com/watch?v=6GAmSD4Ek3g
https://www.youtube.com/watch?v=g0ffCICQ-bU
http://www.dorkly.com/post/85165/rick-and-morty-art-book
vader example:
https://www.youtube.com/watch?v=0KYxYOo2RnA
https://www.youtube.com/watch?v=6GAmSD4Ek3g
https://www.youtube.com/watch?v=g0ffCICQ-bU
GAME1850 Carter Cockrell 2
Artwork #1: Score
Offer each individual in the room a piece of chocolate, Ask each individual that takes a piece not to eat it.
Artist’s Statement:
Inspired by the concept of an Alan Kaprow ‘Happening,’ specifically manipulating the mundane, everyday aspects of life, I wanted to emulate my experience on the first day of class. Having missed the first week of school, my first day began in the foyer of Ryder Hall; the only instructions were “– to bring an umbrella.” After a few minutes of standing around playing with pink yarn, I watched an upside-down umbrella drop from the sky, bounce a few times, and, finally caught, settle into a rhythmic sway.
This score focuses on what I found to be the most compelling aspect of the class Happenings, a shared experience. Not until I found myself suddenly entwined in yarn, the class woven into a single unit, did I realize even the person that dropped the umbrella was as confused as I. I wanted this score to realize a simple, everyday interaction in a manner that both surprises its audience and conjures images of question mark emojis.
I chose to share a bar of chocolate for this score because this interaction represents the concept of community. It triggers memories of splitting chocolate bars between classes, passing candy around during class, and arriving at the dorm to extra pizza. Especially in schools, food sharing has always helped establish some kind of bond. In terms of practice, this score’s preferred audience is a familiar community, like a college campus or neighborhood. This helps the score start more naturally, but also functions to lure the audience into the experience.
Beyond a sense of community, I wanted to create an artistic confusion that blurs the lines between score and life. As Kaprow said, “The line between art and life should be kept as fluid, and perhaps as indistinct as possible” (Performance Art 101). Who would expect, after being offered a piece of chocolate, to be told not to eat the piece of chocolate? If they listen, what would they do with it? If I’m not paying attention anymore, why would they care? These questions are the only indication that participants are, in fact, an audience. Suddenly, the chocolate becomes more than momentary relief, and the moment seems to last just a little bit longer.
Process Notes:
This score has little room for interpretation. One iteration of the score added the instructions one at a time to indicate how to offer a piece of chocolate to the audience, but decided to omit because I think the score would achieve the desired effect even if everyone were offered a piece at the same time; the performer still needs to tell them not to eat it afterwards. This Yoko Ono-esque sensation is the end goal. Grapefruit offers a lot of meditative relief, followed by puzzling, awkward instruction. This score follows the same schematic: relief, then wonder.
I chose this particular chocolate bar because it enhances the idea of a shared experience. As opposed to a bag of M&Ms or Hershey’s Kisses, breaking a part a bigger piece emphasizes the concept of community. I also wanted something big enough to be alluring, but not too big as to take away from the idea of sharing – I once split a gummie bear bigger than my desktop computer with 24 students. I also wanted the size of the piece to act as a lure – I wanted the audience to want the chocolate. The second line of the score was inspired by Cage’s 4’33”, specifically the idea of framing a predictable, ordinary experience and leading it somewhere unexpected.
My Indie game is ‘Dr. Langeskov, The Tiger And The Terribly Cursed Emerald: A Whirlwind Heist’ This game definitely falls into the ‘experimental’ category. It is very similar to The Stanley Parable, because it was made by the same developer. Also it’s meant to be a similar experience.
This game embraces the fact that it’s a game, at multiple times during the story. This happens in The Stanley Parable as well. There is a narrator in this game also, and he guides you throughout the story.
Something I like about the game is that you find out the story at your own pace while playing the game. There are collectibles that you can find that will increase your understanding of the story, which is great. Overall, I feel this game is great at telling the story it does, and it’s pretty short and free, so you all should play it.
For my final project, I want to add another cutscene / series of events in the town to my game The Second Mind. I worked on this game for two months just because I had free time, and I really like the way it turned out so far. It’s just a demo right now and I plan on extending it later. I’m at a point where I would need to add more story, so I plan to do that with this project.
Basically, the game is about AI, teaching, control. The main character is an AI, and you can control him whenever you want. the main mechanic is teaching the main character to solve puzzles, defeat enemies, and more. In terms of control, the Narrator basically controls everything in the game (outside of AI Mode and player movement). And even then, you control the main character against his will.
The feelings that I would express would be empathy, futility and helplessness. Sometimes, the Narrator can control you against your will. It does not care for the sidequests where you help the townsfolk, so it intentionally tries to prevent you from doing them. For example, it would give you all ‘bad’ dialog options, and you would have to pick one. And for certain characters, you would need to talk to them in order to make them feel better. With the Narrator actively harming this, it creates the feelings of helplessness and longing, and you wish you could actually help the NPC by saying the right things, but you just can’t. Sometimes, life is like this as well. Sometimes, there are things you want to do, and something else is stopping you from doing so, whether it be another person, the laws, or even a mental disorder. But that doesn’t mean you stop trying.
You can check out the game here:
https://teammike.itch.io/the-second-mind-demo
This was probably the most challenging game for me to design so far. I went through several iterations and different ideas. Initially, I had wanted to create a game based on an appropriation of beer pong, but switching the ping pong balls out for fortune cookies.
However, one day I found myself buried in work cranking out an all-nighter and realized that I needed an intervention myself. Therefore, I thought maybe I could try what I always do, but with other late-night workers — take a break and enjoy a beer.
In my spare time, I work on my own startup out of CIC, which is a coworking space located in downtown Boston. I’m surrounded by other startup founders and teams, but I find us all working on our own projects and often forgetting to take the time to relax in between the long hours.
I decided to start by going around the floor every 30 min to offer everybody a glass of wine and chat for a bit. This went surprisingly well as most people were very welcoming and open to the idea. I got to learn a lot about the other startups around me and made several friends out of this exercise.
From here on, I decided to take the intervention a step further by inviting people to join me at my favorite bar downstairs for a beer. Thus physically relocating them to a new space with a new experience. I had this idea because I learned about a theory in my psychology classes with regards to spatial familiarity. This theory states that people that perform certain tasks consistently in the same setting tend to find it easier to “get in the zone,” but also harder to disintegrate themselves from it. I thought that in order to truly get someone to take a break and relax from work, that I would have to bring them to a different setting where their mindset would adjust easier.
There was understandably less success in this attempt as it required people to commit and invest more effort in this intervention. However, I still managed to convince two startup founders to join me at the Ginger Man (the bar) and share a beer. Although I didn’t get as many people involved, I definitely found the intervention quality to have improved. Both gentlemen that joined me thanked me for the gesture and offered to pay for my drink.
I thought that this intervention was a very interesting psychology experiment for me. It’s nice to see that my own methods of coping and intervening with stress could also benefit others. I will definitely consider continuing something in a similar capacity in the future.
Objective:
To get the most points by scoring balls of used paper in the recycle bin.
Rules:
Scoring from the first floor stairs is 1 point. 2 points from the second floor, and 3 points from the 3rd floor. If a shot goes in the trash, its -1 point. Each player gets 5 shots.
The players alternate turns between shots. The player with the most points by the end wins.
There are a lot of Dada appropriation pieces that involve appropriating a work and then making it completely non-functional. That was where I started for my game. I was largely inspired by pieeces like Der wildgewordene Spiesserr Heartfield by Grosz and Heartfield and the work of Marcel duChamp.
I knew at the outset that I wanted to use sewing tools, considering that I have a box full of them in my dorm and they can be far more versatile than we usually give them credit for. The core experience that I initially thought of for the game was the idea of players sabotaging each other’s efforts to create something.
The first iteration of my game involved a set of fabric scissors, a box of pins, a box of chalk, a square of fabric, and a set of cards with nouns on them. To start, each of the two players drew a card, and then took turns manipulating the fabric to try and make it look like the noun on their card. They could either make one cut with the scissors, make a marking with the chalk, or use three pins to manipulate the shape of the fabric. The players drew the cards “cane” and “banana,” and both were able to create their objects. However, the unforeseen problem with including the scissors was that the fabric ended up being cut in half so that the players were not interacting with each other.
There are several changes that I made for the second iteration. First of all, I used a t-shirt instead of a square of fabric (this was always part of the plan, but didn’t happen for the first playtest because of time constraints). Second, I removed the scissors and replaced them with pieces of thread. I initially included them because I thought it would make it a little less infuriating to have a way to shape the fabric beyond pinning it, but by making it possible to cut the fabric, I also made it possible for players to create separate pieces to work on and for them to simply cut silhouettes out of the fabric. Initially I was going to make a third change of changing the number of pins available to the players on each turn, but I ultimately decided against it.
There are a few things that I would have liked to have had more time to play around with with this project. Namely, I wish that there were some way to keep the scissors as an implement without losing the core experience that I was aiming for. One of the hallmarks of the Dada movement is taking something functional and making it nonfunctional. Without the scissors, the piece of clothing/fabric is only temporarily nonfunctional, because none of the other tools permanently alter it (the chalk rubs off, pins can be removed, thread can be untied or cut off). If I had more time and resources, I think I would try to add in a serger and limit the amount of time that the pedal can be pressed per turn, which would allow players to permanently alter and cut the fabric without the risk of it being cut in half.
2 players are playing “Reversi”, with additional rules:
About Reversi: https://en.wikipedia.org/wiki/Reversi#References
Rules:
Iteration process:
The initial idea was two players playing tic-tac-toe, a lot simpler than the final version playing reversi, but during the playtest the game ends quickly although there are some funny moments occurred during the gameplay. So I think playing a game with a little bit more complexity plus the rules added above would be doable.
During the playtest it seems when playing tic-tac-toe with these rules, occasionally players have to find the way to hold the pen, I found it very interesting and added the rule ” The “disable rule” only applies to the player when the piece touches player’s body.” to adapt the mechanic to the new version, it also gives people chances to play around with it.
This is a game that two players play chess. The objective is like the normal chess, to kill the king.
Rules:
in this game, two white or black pieces can share the position, when the piece go out of the board, it dead.
This is a game that uses strips of cloth (or in this wash clothes) and a pack of safety pins. The objective is to gain the most points after three rounds.
Rules:
Points:
Use a small pin x2
Use a large pin x1