Wednesday, May 22, 2013

D-School Design Thinking Process Reflection

This process allowed me and my group members throughout all the projects to create a good presentation and teach the concept to the viewers. This process is a great way to design to create a new product to use for, really anything. As I have seen in the new video trailer for the D-School movie, many people such as bikers, entrepreneurs, and startups have used this process and have achieved success in their products. So far, the design thinking process has given me success. If I were able to use this process again, I would definitely use this process again. If I have a project, I could use the steps to create the best project to my ability. This is the best designing process for designers.

Wednesday, April 17, 2013

Three-Part Narrative Project Reflection

In the Three-Part Narrative Project, I realized that I did very well in some phases, and not as good in other phases. Some of the phases that I think I did well was the "Empathize" phase, "Ideate", and "Test". What I need to do better next time is create a better "Prototype". This process was an interesting way to tackle the objective of making a story game. What I should have done was create a more mysterious and dark theme. I also need to show the killer who is chasing the protagonist at end, to give the trailer a scary theme. I need to insert more clips to give game-play to hook the viewer even more.

Thursday, March 28, 2013

My Three-Part Narrative

Thursday, January 31, 2013

Animoto Game Trailer Project Reflection

This project was for a game trailer to convince the player to play my game. I believe the D-School Process helped a lot for this project because it stated what I needed to do to convince the player to play my game. I then used Animoto to put screenshots into my video and added some text to make it a bit more dramatic. I used the one idea I decided on and then put that into my game trailer. I then went to the test phase and got some feedback on my final trailer. Without this process, I would have done something entirely different.

Friday, January 11, 2013

My Game for My Tamagawa Partner

I was trying to solve the problem for Ryoma. He wanted to play long and hard games but simple at the same time. I first went to empathize by asking him questions about what type of games he likes. I then sketched an idea and tried it in a prototype. I tested it with someone else and I improved it from the feedback. I gave a lot of space in the game, as long as you stayed away from the damage blocks. The components of the game were a bunch of enemies and damage blocks. I also added some zombies in there. The mechanics were 3 lives. I didn't put a timer because that wouldn't really be fair. The goal was to get to the gold block. The rules were to not die. To make this game better, I would test it and get feedback. Using the feedback, I would make it better.

Here is the link to my game: https://gamestarmechanic.com/game/shared/91163/80ef7029a17ac6f3700b1ae6d00dc0ad




Tuesday, October 30, 2012

Personal Introduction Video

Answer these questions:
   * Why did you choose the tool (Voki or Xtranormal) to create your personal introduction video?
   * Share three positives of using your tool and three challenges you had.
I chose to use Xtranormal because I thought that it would be really cool to have an old person talk about me. I just thought that I could do a lot with this tool.
Three positives during the making of this video are when I picked my character, my background, and picked what to say. Those were really hard to choose. Three challenges were when I picked between Xtranormal and Voki, figuring out how to use Xtranormal, and thinking of what I should do.


Historical Figurez Movie
by: 19HasanA

Tuesday, October 16, 2012

Game Design with Gamestar Mechanic

  • Describe what you were trying to achieve. What was the challenge? What makes it fun?
  • How did you balance the five elements (Space, Components, Mechanics, Goals, and Rules) of game design? 
  • How could your game be improved? 
I was trying to create a game that would be fun for everyone to play. Not too hard, not too easy. The goal is to collect all the points. Pretty simple. But when I add all the chasers in there, it's a bit challenging. And that's when the game puts you into a mode where you HAVE to beat it. My components were fine: I gave a lot of space, I put the blocks to stop you from going in and out, the game also required thinking, the goal was to get all the points, and basically you have to survive until you collect all the points. 
Maybe, I could make my game more challenging. I don't think it was on the challenging side.

https://gamestarmechanic.com/game/shared/78197/f8d0f382fe89cd46a83a1a3c23a3c148