emilyalpert-processdocument-blog
emilyalpert-processdocument-blog
Process Documentation
28 posts
Emily Alpert
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Working in Unity!
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Final Documentation for Weeds: A Gardening Game for Liars.
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Game 3 Post-partum Document
Atelier Unicorn Spread Doing the completely random unicorn card distribution was an interesting approach to finding inspiration for Game 3. I don't think really look at my cards much after the first day because I already had ideas in mind as to what I wanted to create for this game. Im not going to lie, the “Strange Material” card was rather tempting and I almost created a game around silly putty, but i decided to stick to my gut with the card game, bluffing, more than two player idea that I had in mind.
Concept I decided to go with the concept of gardens honestly because I felt that it would be fun to design little vegetables when it came to creating the gold master. I struggled with the concept initially because it was hard to figure out game play mechanics that correlated to gardening in any sense. In the end, I decided to mimic actually gardening through winning the game by building your own garden and ending up with 6 plots.
What Went Wrong
Prototype: Going into the prototype playlets, I was pretty convinced had a kick ass game and everyone was going to love it. It turns out that i got pretty much the opposite reaction. The play testers found the game play to be confusing and anticlimactic and suggested I dumbed my game down to a simple matching game with a twist.
Alpha: Defeated, I took the suggestion of the play testers and made the game too simple for my liking. When I came in to playlets the alpha I was not confident in my game whatsoever. As I watched people play test, I was able to put my finger on the elements that I really wanted to stick in the game, one of which being bluffing. I began to think of how I can improve game to the point where there is a happy medium between simple and interesting.
Beta to Gold Master: I worked with my brother and friend on the game for hours one day and we were able to come up with a game that I finally was in love with. Since I spent so much time on the game play mechanics, my design and illustrations were really lacking at the beta stage but I was excited to get to focus on this for the Gold Master.
What Went Right I am really pleased with how my god master  turned out especially considering where I came from at the begging of this process. I think my whole aesthetic came across smoothly and as I expected. I am happy I took the time and money to get my pieces printed at various locations because the outcome was professional.
What I Learned I learned that working in stages is very helpful to my creative process. I was able to hash out problem after problem this way without getting too stressed about doing too many tasks at once. I learned the importance of doing print tests before spending the money to get something like cards printed. The cards are more neon than I would have liked.
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Game 3 Gold Master 
-strengthen and finalize game mechanics and directions 
-finalize design elemts 
-professional packaging and printed cards
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Gold Master Planning Document
Game Mechanics: I am really proud of the way my game mechanics have developed over the 3 stages of creating my game. The game play is fun and the perfect amount of competitive. I am going to be play testing a few more times before I finalize the rules and make sure the game is flowing as I want.
Rules: I really need to polish my rules for the gold master. The first thing i need to do is find a way that these riles can fit in whatever packaging I choose and hopefully be the same size as the cards. I also need to make the rules go with the design style of my game to make the whole game cohesive.
Aesthetic: Moving forward from Beta, I really need to push the aesthetic of my game even further and hone in on vibe I want this game to have. I need to work on polishing my illustrations to make the cards more interesting and unique. Part of me wants there to be a twist on the veggies to help develop a story behind the game. I really like the gingham pattern that I used in the beta and want to continue to incorporate this in the Gold Master. I want to do a ton of print testing to make sure the colors of the veggies are vibrant as I imagine them.
Packaging: Figuring out packaging for my game is a step that I do not want to overlook because I believe that it is so important to have a full product. For the gold master I am going to figure out how to package my cards as well as design the packing and logo for the game. I am considering using wood and the laser cutter.
Materials: I want to print my cards on linen card stock paper.
Branding: The one thing my game really lacks right now is a title. I want the title to be memorable and fitting for the game but I am waiting to name it after I feel that the aesthetics and overall design is complete. I need to decide what market I am aiming this game towards and how i can make it stand out amongst other card games that are similar to it.
Production: I am planning on using a website to print my cards so they have a polished and professional look. I was really inspired by a classmate who did this for their beta and impressed with the way the cards turned out.
http://www.printerstudio.com/unique-ideas/custom-playing-cards.html
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Game 3 Beta
-changing the game play completely
-alpha was stripped down completely and the game felt too simple during playtesting
-back to the origional idea of bluffing by putting a twist on the game bullshit
-working on design elemets
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Game 3 Prototype 
-card game
-matching
-bluffing
-doubles
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Brainstorming (Game 3)
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Unicorn Cards (Game 3)
I had no idea what to do with the random Unircorn Cards that I received. Though i didnt receive this card, I knew i wasnted to create a game with bluffing because i have always had fun playing games that have a bluffing element with my family. 
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Post-Partum Game 2
POSTPARTUM DOCUMENT FORM: GAME 2
Atelier Unicorn Spread It was a lot harder to draw inspiration from our unicorn cards this time around. My partner and picked pretty opposite hands which made it hard for us to combine our cards in the beginning. When we finally found something that we agreed on the cards in our spread consisted of words like “crime,” “an island,” “stealing,” etc. We could not get the game Clue out of our heads when trying to come up with a concept for our game. We ended up really only using one of our cards from the spread, which was a “code” card, to come up with a Mad Lib inspired game.
Concept Lena and I were really interested in creating a game that had to do with guessing and words. After a lot of deliberation, we came up with a game where each player would get a word, and then the players would get chances to guess these words based on the hints given each round. With the Mad Lib inspiration in mind, we decided that on each players turn they would give a hint as to what their secret word may be by saying a noun, adjective, or verb that described it. We both really liked this idea because it requires organized thought and also serves as practice with language.
What Went Wrong At first, we thought it would be a good idea to give the game an element of difficulty by not only having players say a certain type of word, but having the word be restricted to the amount of letters you roll on the die. This did not work because it made the game take way too long and players felt very restricted. I think people were also very confused on the objective of the game and I think this had something to do with not having the right amount of play testers. The thing that made our game interesting is that it requires you to remember your opponents hints that they give each round, so having more players makes the game a lot harder. This was a really hard game to playlets because people were being lazy and did not want to have to push their brains to think harder than normal.
What Went Right I was really proud of the directions that I wrote for this game and I'm realizing that this is something I am strong at. Though our game ended up being pretty simple in the end, I felt that we made a great leap from prototype to alpha. The overall design of the game changed for the better and I really liked the aesthetic we chose.
What I Learned I learned that working with one other person is easier than working with two others. Lena was very easy going and we were able to create are game with minimal stress. I realize that I am a little scared to work alone because it is going to be hard not having someone to bounce my ideas off of. In terms of game design, I learned that people love objectives. People love to know what the point of whatever they are doing is so as to not waist time. Though it wasn't intentional, in a strange way I enjoyed watching people struggle with understanding what the point was of the game. This is something that I am going to consider for my game 3.
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Taking Game 2 to Beta
-Making the game category based
-Adding more elements of strategy to the game
-Having wild cards
-Implementing teams
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The Word in Question (Alpha)
The objective is to be the first player to steal two “word cards” from your opponents. You can obtain “word cards” by memorizing the hints each player gives on their turn and using one of your turns to guess their word, landing on the star space, or making to the finish and looking at another player's “hint card.”
The Word in Question is an exciting guessing game that includes elements of memory and chance. The more players the better!
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Playtesting Feedback
-Coming up with a word that had a specific amount of letters was difficult
-Two players was not enough
-The original objectives were unclear
________________
-We made a small change to the objective of the game
-People do not have to say a word with a specific number of letters
-Players have the ability to steal another cards that was already taken by a player
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Prototyping 
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Brainstorming
-multiplayer game
-bluffing
-word guessing by giving hints using ADJ, N, V, PN
-using a die to determing the number of letter in the words
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Unicorn Cards
For Game 2, my partner and I drew our most inspiration from the CODE card. The other cards were distracting to us because they kept reminding us of clue, and we could not get this out of our heads.
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Post-Partum
Game 1- Post
POSTPARTUM DOCUMENT FORM: GAME 1
Atelier Unicorn Spread: The unicorn cards were incredibly helpful in brainstorming for the first game. This came as a surprise to be because I am not usually good with restraints on my creative process but these cards really helped spark inspiration for my group and I. Once we had the cards laid out in a desirable fashion, I already felt the gears turning in my brain coming up with different approaches to creating a game. I loved seeing the different spread variations that could be made from combing the hands that each member of my group had. I was lucky to be in a group with similar interests to me, and we ended up with allot of the same cards. It was incredibly easy for my group to stick to our original cards (I believe we only ended up removing one). These cards were so helpful to me that I want to use a similar method in other creative projects that I work on in the future.
Concept: Coming up with a good concept, or a concept at all for that matter can often be the hardest part in my creative process. This is usually because I am a perfectionist and want my ideas to be polished from the start. As I mentioned above, the atelier cards were so helpful in devising a concept. My group immediately fell in love with the social media card. We wanted to create a game that messed with social media in a playful way. I found creating a prototype and then alpha was really helpful because I got to see our concept grow through different stages. Though the alpha was not perfect I saw its potential and that was very rewarding. I think that the concept of social media is very strong and relevant and I really can see a game coming to life in the future because it is so popular amongst my generation. I think the mix between digital and analog would also be very interesting.
What Went Right: My group was very productive and made good use of our meeting time. We gave each other homework to finish before the next session and this helped the process roll along smoothly. One aspect of the project that I did completely on my own was the directions. They were very successful and well understood in the prototype game testing and I was very proud of myself. I remembered back to a DESMA class that I took where we did an exercise about directions. We were split up into pairs and one person was told to go outside and the other stayed inside and wrote directions on how to draw a photo that was displayed on the board. This showed me just how important it is to be very clear when writing directions and push for the best possible wording and phrasing. Seeing the alpha come to fruition was very satisfying it had potential and the design was bright and fun.
What Went Wrong: In my opinion, my group waited to long to add certain elements that would have really enhanced the game. I really like the idea of creating wild cards that made players log onto their actual Insta account and be asked to do truth or dare. I think its easy to shoot down good ideas when people know they are going to take allot more work and thinking. I also realized when turning in the alpha that I forgot to change the directions from the prototype to alpha stage so they might be confusing to people play testing the game. During the initial play testing, I think that people were confused about the overall point of the game and we struggled tightening this up in the alpha. I think we could have polished this a little more to help people understand why they would want to play a game on social media in the first place. I also think it would be important for the us to work on the wording and language used in the game in order for it to reach a greater audience and be more diversified.
What I Learned: Working with a group has its ups and downs. I think the hardest part for me was when I would get frustrated with people for not understanding what I was thinking or figuring out ways to tell someone that you disagree with their idea. Luckily, my group worked great together and there were no hard feelings because we all knew we were coming from good places. I learned how important it is to think about ideas before meeting with your group so you aren't wasting each others time. Lastly, I think we could have managed out time a little better so we weren't cramming final details early in the morning before the alpha was due.
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