exercise 3

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1 2 4 3 JASON OCCHIPINTI ITGM 705: INTERACTIVE DESIGN + MEDIA APPLICATIONS SAVANNAH COLLEGE OF ART AND DESIGN SCAD PROFESSOR: David Meyers FALL QUARTER, 2010 EXERCISE III

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Exercise 3

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3JASON OCCHIPINTIITGM 705: INTERACTIVE DESIGN + MEDIA APPLICATIONSSAVANNAH COLLEGE OF ART AND DESIGNSCAD PROFESSOR: David MeyersFALL QUARTER, 2010

EXERCISE III

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DESIGN STATEMENTFor this assignment I have created a non-digital interactive story based on a deck of cards. I have imagined a narrative game based on the workday of a designer. In this game each player will receive a deck of fifty cards based on the profession they wan to play as. Players can choose between the title of a graphic designers, interaction designers or web designers. Players will use their deck of cards to create a narrative of their workday broken up into morning, and afternoon where will attempt to solve objectives on cards in their decks that are based on their profession. Web Designers for example, would have to solve objectives like “Design Website”, “Create Prototypes” etc. Each objective has a point value, and requires participants to play certain requirement cards from their hands to complete their objectives and score the points. Players can vie for dominance by playing “interrupt” cards from their hands that will either enhance their position, or hurt another player. At the end of the game, the player with the most points will win the game. Throughout gameplay, the participants are actively creating a narrative of a day at work. The fact that other users can interject unforeseen elements (interrupt cards) adds to the spontaneity that mirrors what we all encounter in the real world. I think this game could have a broad appeal to people in the creative industry. It could be also used as a tool for junior/entry level creative professionals to learn more about specific practices that occur in development of projects. In fact, a larger form of this game could take form of multiple preset decks of cards based on different design professions/disciplines, or even customizable decks that players can build. Players could buy booster packs (packs of 15-20 cards) to expand their collections and perfect their strategies.

GAME CARD TYPESObjectiveObjectives are played for free on the table during your turn. Objectives are given names like: “Design Website”, “Design Interface”, “Create Prototype”, “Design Brochure”. Each objective has requirements to complete, and a point value listed.

RequirementRequirements are cards that are played to complete objectives. They are components of these objectives. For example, an objective called “Design Website” would have corresponding requirement cards like “Create Sitemap” “Create Comp” and “Site Construction”. To play a requirement, you must expend the amount of resources indicated on the card, and wait the designated amount of turns for the requirement to “complete”. Requirements must also be played in order, as they are listed on the Objective. When these stipulations are met, the requirement counts towards your objective:. For example: You have an objective called “Design Website” in play. You have its first requirement card in your hand called “Create Sitemap.” “Create Sitemap” costs two resource token to play, and takes one turn to complete. You pay the two resource tokens, and the card goes into play under its objective “Design Website”. In one turn, the requirement will be met. You can then move onto the next requirement.

Resource TokensThese cards represent your creative energy. You can play one creative token per turn from your hand. Playing them onto the table is free. When they are spent for the cost of another card, they are flipped face down until your next turn, when they become available for use again.

Interrupt CardsThese are cards that can be played at any time, for a listed resource cost and time requirements. They have detrimental effects on your opponent, or positive ones

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for you. For example, One interrupt card might be called “annoying coworker”. Once played, this card could force your opponent to lose a turn. Another interrupt might be called “last second changes”, which could only be played during the “afternoon” and would add an extra resource requirement for an objective/requirement card. After an interrupt’s effects have resolved, it is placed in a discard pile.

GENERAL GAME RULESThe game board is broken into two sections, morning, and afternoon. Each player is given a deck of 50 cards. Each player begins the game by drawing 5 cards. If the player has an “Objective Card” in their hand, they can play it onto the table for free, first under “morning”:

Example: Player 1 and Player 2 start their game and drew 5 cards. Player 1 begins, and puts an objective card called “Design Website” on the table face up in a column called “morning”.

To score points from an objective, you must play certain cards in order that meet the requirements of this objective:

Example: To score points from “Design Website” has three ordered requirements: “Create Sitemap” “Create Comp” and “Site Construction”. He has none of these cards in his hands, but is able to put 1 resource token into play.

You take turns, collecting resources, and playing cards from your hand to score points by accomplishing objectives.

Example: After a few turns Player 1 is ready to complete his morning objective: “Design Website” by playing the requirement “Site Construction”. He pays 3 resources to play the card. The objective is complete, and he scores the points listed on the card.

Now that at least one “morning” objective is complete, player 1 can move onto the “afternoon” and play at least 1 objective in that area.

To end the game, One player must have at least 1 objective completed in the morning and afternoon. That player must then play a card called “Calling it a day”. When that card is played, the players tally up their point totals. The winner has the most points.

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Player 1 Resource Tokens

Player 1 Requirements

Player 1 Objectives

Player 2 Objectives

Player 2 Requirements

Player 2 Resource Tokens

Morning Afternoon

Game Board

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Card Name

This card has this e�ect on another player or a bene cial e�ect on you. This could also be another piece of in-game text.

This is where the �avor text (an amusing quotation or background information) would be placed.

Card Image

Cost to Play (Interrupts, Requirements Only)

Time to E�ect (Interrupts, Requirements Only)

Time of Day to play

10 Points

Point Value(Objectives Only)

General Card Layout

Sample Card (Interrupt)