5JT3: Fabrication

Five Journey to the Truth, or 5JT3, has been a lovely experience. Here are some of the background to the fabrication and graphic design elements.

Here are some details pertaining to my physical process making the game. Enjoy!

(Ps.  The text under the photo is what pertains to it)

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Balancing Stats, abilities, and villains,  and trying to make Gen 2 cards.

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Fabricating a physical piece to regulate who goes when in the game, and also a game logo to the backs.

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Coming up with ideas for making the game pieces for the initiative shield relate to the game and it’s characters more deeply…Decided on Runes after research.

Fabricating tokens/counters for health because who does math for fun?

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Not I! (Actually I guess I sorta do, but I’m trying to make it noob/newb friendly)

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Cranking out cards with MA scissors!

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Final design with board, tokens and cards, for Dec 2016.

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At December 2016 IGDA: Game Forum at NYU Game Center, to get some advice and feedback on the game.

It’s been a fun year guys! Can’t believe this is only the third month or so. Can’t wait to keep working on this. ^_^

Five! Feedback

 

This is some feedback I got from my board game in production, “Five: Journey to the Truth!” It is a 3-5 player cooperative board game (players vs. the board) and has a great commentary underneath it. However, I wanted to know how people who played enjoyed it as a game, so here is some feedback I recorded.

Off to beg the people for playtesting! (If you’re in NYC give me a holler hoho)

 

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There was a lot of feedback and constructive criticism that wasn’t featured here.

*Special Thanks to all my Playtesters!*

Final Thoughts: Major Studio 1

Final thoughts concerning the catalyst for my game, Major Studio 1. This class helped me come up with the idea for “Five: Journey to the Truth,” which was originally just “Five,” and so here are my final thoughts as I leave the class. Screen Shot 2016-12-16 at 12.06.00 AM.pngScreen Shot 2016-12-16 at 12.06.13 AM.png

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For more information on the specifics, I will be creating a separate tab on my website showcasing this particular project in its entirety. Thank you for your support. And if you know nothing about my motivations.

CLICK HERE^_^!

*Special thanks to Aya Karpinska, Parsons School of Design advisor.

2016

Redesigned: Board, Cards, Look & Feel

So, this week I worked on changing the look and feel of my game. While the art is not likely to make it to the commercial version, it is important for easy playability to have a cleaner version.

So far here are the iterations. This is going to be the final version for my class, but is only the fourth generation of changes since original concept. Fun right?

CONCEPT: Character Cards

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CONCEPT ART: Ideation

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First Gen

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2nd Gen

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2nd Gen Card Back

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4th Gen

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4th Gen Back

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If you’ll notice, each girl now has a symbol on the back of her card. These touches are not merely decorative. They are used as physical pieces on the board to determine initiative after rolling (aka, who goes in what order during a conflict.)

In addition, each Rune (which is an actual Norse rune) correlates to the character, and has a meaning that speaks more about who they are, and what they stand for/suffer from. (As this game is still a social commentary)

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PLAYER BOARD:

My issue with the board was functionality. At first it was intended to be a proximity board. Your character can only move on squares that share their color. Then it became more of a map in 2nd Gen, which pointed out level of difficulty in the world as opposed to functioning in any way, finally I came to the last iteration, which basically made the board useful as a dungeon devise.

First Gen

(Players can only move on the square that corresponds to their planet)

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2nd Gen

(A map of the level of difficulty with players seeking to make it back to the Green planet of Rica from the Red planet of Raa.

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4th Gen: Full completed board

-On-boarding for Reconnaissance, Dungeon Paths, Final Boss Lair.

-Runes for turn based encounter markers, tokens for health counters

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And you can also see that the story booklet and game documentation got an upgrade. We now have a lovely “Five!” Crest, which I collaborated with Anthony Kellaher to design.

INITIAL SKETCHES

THE CREST:

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Terra Cards

1st Gen

planets

Planets Back

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(Since the planets are intended to be hidden, thus making the terra or world selection a bit more exciting. (Unless you wanna cheat and just pick the world you know to be easiest or hardest.)

*******

VILLAINS

Sensua the Succubus (1st villain of Maru, Boss in “The Cycle”)

and Minions

Gen 1

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Gen 3

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Gen 1

“Five!: Journey to the Truth” Poster

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So there you have it folks! That game is looking up! My next iteration is perfect the art using a custom style, and start extending the other worlds of the Sult Galaxy.

UPDATING THE ART, CURRENT SKETCHES:

(Art by Angie Guevara)

My next mission is to redesign the cards with more stylistic art that matches the overall feel of the game, but still harkens to the essence of what I found when doing my precedents and working with the original art of the characters. (That was prefabricated for noncommercial use).

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Update 3/13/2017

Gears

Ever since I was a little girl, I’ve been subtly OBSESSED with ballets.

One in particular, a less popular ballet called “Coppelia” has always kept my brain ticking.

“Dr. Coppélius is a doctor who has made a life-size dancing doll. It is so lifelike that Franz, a village youth, becomes infatuated with it and sets aside his fiancee, Swanhilda. She shows him his folly by dressing as the doll, pretending to make it come to life and ultimately saving him from an untimely end at the hands of the inventor.” – Wikipedia

The old inventor is lonely and wants a companion, so he creates Coppelia with the wish to make her living. He intends on transferring Franz’ soul to the doll, and his fiancee (who had snuck into the inventor’s home to tell Coppelia off for catching Franz’s eye (though she completely ignores him) pretends to be Coppelia to save Franz. In the process she breaks the inventor’s heart who think he’s finally brought his surrogate daughter to life, and runs off to be married.

Personally I never cared for the fickle Franz who would have easily run off with Coppelia if she were real, nor the vindictive Swanhilda who when HER fiancee decides to cheat on her, decides to confront the WOMAN as opposed to..I don’t know, him?

I always felt bad for the inventor and the doll whom would continue to live a life of darkness. And so, when I was given a prompt from a random word generator.

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I knew exactly what I wanted to do.

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With this, I had a week to execute the assignment, and after many clunky frames, managed to come up with something that summarized my idea. In future iterations I’d have smoother animation and more intimacy, but I believe “Love and Gears” has a certain charm.

Enjoy!

Gears from Sydney Adams on Vimeo.

Inner City

An html based text adventure game that explores the minute decisions of a woman in New York City.

Here is the Inner City trailer.

Inner City from Sydney Adams on Vimeo.

Music Credit: “Who Are You” by C2C ft. Olivier Daysoul

(All music rights go to C2C and Olivier Daysoul)

The playable FULL version will be available free by Dec 25th with extended storylines, and likely hosted on Github.

 

Gurlz

Gurlz

Currently I am creating a series called, “Gurlz,” in which I take photographs of my female friendships, and paint over them to evoke a feeling of their personalities and inner strength. I plan to make ten portraits in total.