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Ip Idea 1 (I accidentally deleted this one)
Kohei Horikoshi, My Hero Academia, 2014
I think that when it comes to thinking about prejudice through the lens of a fictional world. My hero academia does a pretty good job of talking about this issue. With the rise of superpowers known as quirks, people didn't know how to handle them at first. There was a very distinct divide between those who had "heroic" and "villainous" quirks. The fear that surrounded those who were deemed as villainous usually caused the people who had such quirks to fall down this path due to miss treatment and judgement.
Later on in the series, a quirk counseling program was founded by one of the main character Ochaco Uraraka after her friend Himiko Toga (villain) died while saving her life. She founded this program to help children, like toga, who could not control their quirks, and provide them with the much needed support to learn how to embrace it and so that they would not fall through the cracks like many had before them. It is so important for children to see that their qurik no matter it's nature at first glance can be used to support them and society if applied in the correct way.

Kohei Horikoshi, My Hero Academia, 2014
By looking at the stories of Himiko Toga and Tomura Shigaraki, they had the potential to be as heroic as any of the other characters. But due to the mistreatment and being ostracized they fell down a dark path, because this is where they felt supported. They were doomed from their birth, and society did nothing to help them.
When thinking about writing my own story, I defiantly think that it would be interesting to include something similar to this. I think that its very interesting and could work for what I have in mind.

Kohei Horikoshi, My Hero Academia, 2014
There is also the aspect of the divide between non mutant and mutant quirks. While some people resemble a normal human, others in order to adjust to their quirk, take on a different appearance. For example the character Fumikage Tokoyami has the body of a human, and the head of a crow to mirror his quirk which is called dark shadow, which is a shadow figure that is in the shape of as avian like monster that he can control at will. But something that has been brought up again and again is that people who have mutation quirks can be treated as less than human due to their appearance.

Kohei Horikoshi, My Hero Academia, 2014
The character Mezo shoji covers his face with a mask the majority of the series due to comments made about him as a child, calling him a scary monster. There have also been instances of humanoid characters calling mutant characters names that I personally feel like have to be some kind of slur. The character Hitoshi Shinsou calls the character Mashirao Ojiro "monkey" multiple times due to his tail. And the character Shoto Todoroki calls a police officer with a dog's head a "mutt." In the end of the storyline, two of the character Shoji and Kouda go on to extreme efforts prejudice towards people mutation quriks. With the rise of more "odd" quirks as time progresses, moving towards a more inclusive society is integral to keeping peace.
While My Hero Academia breaks many boundaries when it comes to thinking about prejudice when it is through the lens of fantasy. It falls extremely short in real life representation. While yes, this is an anime that takes place in Japan which is a very "monolithic" country. (not calling it that for sure, because it is a myth on its own). The show features only a handful of non Japanese POC. And the POC that do exist in the show, their backgrounds aren't really developed upon. I defiantly think that they should have included more of this, since quirks arose around the globe and not just Japan.
How can I use the fantasy elements of MHA to my advantage while pushing forward and still representing real life underrepresented people?
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IP Project 3
Witch Beam, Unpacking, 2021
The game 'Unpacking' is a game that was released in 2021, and it is a puzzle game that allows the player to progress through levels and unpack items from boxes, a very mundane and passive task at first glance. But as you unpack each box, you begin to get a glimpse of who you are in the level based off the items? Through decorating the room with the items provided you get a little window into the lives of the person you are temporarily in the shoes of as you unpack.
While many would find the task of unpacking rather boring, so many adore this game due to its cozy and relaxing nature. Home is somewhere we feel safe, and allowing yourself to almost create a new home for yourself virtually provides much needed comfort in modern times.
Like I discussed in my post about the Sims, humans are obsessed with control. So for a video game like unpacking, there is a need for players to feel as if they are in control. But at the same time, the items are limited to what is in the boxes for each level. So that each time can feel fresh, and that you are taking a moment to build yourself a new home.
How can I implement the feelings of home into my project, and elicit the same feeling of comfort and nostalgia?
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Ip Project 3

Maxis, The Sims 4, 2014
Ah yes, the oppostite side of the spectrum when it comes to playing god in a video game. While Tomodachi life randomizes relationships, The sims franchize could be no different. You can do whatever your heart desires.
You can do anything from build a perfect idealized cozy life for yourself, full of luxury. Or you could make your characters life an actual living hell. And that is what is so charming about the franchise as a whole.
Humans have an innate instinct to want to control and manipulate things, and having an outlet to do so through something like a video game that has no impact on our real lives, makes it so utterly addicting.
Maxis, The Sims 4, 2014
But like all great things, there is downfalls. The sims is a video game created for a large corporation right, developed by the company Maxis. and is created with the sole purpose to make a profit. Many of the additions to the game that a player will download to make their gameplay more enjoyable can cost you hundreds of dollars which is absurd.
Why should a game compromise your comfort for money... well of course it's a company. But I feel that we should have a different mindset. How can I think about creating a realistic game that allows for freedom without creating so many walls that stop people from getting the full experience. By comparing the Sims to similar games that I blogged about I think that I can begin to form conclusions about how to tackle my project idea.
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IP project 3

Nintendo, Tomodachi Life, 2013
Tomodachi life is a game that is very peculiar when it comes to the realm of interaction based games. While most games are tailored to be controlled by the player and almost be a little perfect world at the players fingertips, tomodachi life breaks all of these barriers. As of recently there has been outcries from fans around the globe to bring this unique game to the nintendo switch, the most recent nintendo console.
Unlike most games, relationships are randomized. You cannot tell two characters to be friends let alone start a relationship. While most games have you play god, you act as an outsider and as their friend who helps them solve their issues. Or if you are feeling a little sporadic, mess things up further.
The gameplay consists of you watching your little world grow and characters form bonds with one another. It allows for endless chaos and fun.

Nintendo, Tomodachi Life, 2013
I have not played the game myself but I interviewed one of my friends who plays the game often about some things that they think that the game could improve upon. They say that it can become tedious to keep track of all the characters, and caring for them can become annoying. The characters are programmed so that they have problems for you to fix, but they don't learn from their past issues and end up asking for help on the same issue again and again. Which can become annoying.
If I create a game that is built upon relationships, it is important for it to feel fresh, and not repetitive. How can I make a game concept that is fun and unexpected, while still retaining the reaxing and laid back nature?
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Ip Project 3

Nintendo, The Legend of Zelda: Breath of the Wild, 2017
Building off the discussion that I had about Minecraft and its ability of choice, The Legend of Breath of the Wild has a similar feeling. While the game's overall atmosphere is one that is full of tension and thrill, you can still take time do little things to bring nothing but comforting bliss. Some of the little side features of the game come together to create such a fun experience.
While many people love this game for its thrilling story, or its exciting fighting mechanics. There are others who love this game as a way to relax. There is something is this game for everyone. You can spend hours running around the wilderness collecting different materials to sell in order to collect different pieces of gear. And you can spen even more toying with the camera app to fill your compendium, this is a book of sorts where you will each slot with a respective picture of each monster, animal, plant, and weapon you come across.

Nintendo, The Legend of Zelda: Breath of the Wild, 2017
Just having the freedom to do whatever with it feeling overly forced is what is so integral to the game. Sure you could go fight a dragon, but why not go collect acorns to feed to the squirrels outside your home in the peaceful village of Hateno. Or take your horse out for a stroll.
Breath of the Wild is a game that has touched so many hearts due to its almost endless amounts of possibilities for fun. How can I take different methods that breath of the wild uses to crate a genuine feeling game in order to create my own?
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IP Project 3
Mojang, Minecraft, 2011
Minecraft can be argued as one of the best fames of all time... Why is this? Its because it almost allows for endless possibilties. Anything that you can ever dream of can be made in minecraft. It allows every game to be a truly unique experience and that is what makes it so special and dear to so many hearts.
Something about the environments and the music just pull the game together into a beautiful little package. You can have anything from a thrilling fighting game with various game-modes through the usage of servers or you can build a cozy beach house with your friends.

Mojang, Minecraft, 2011
Minecraft is such a cozy game, but only if you want it to be, and that is the charm. You can play in creative mode and build anything that your heart desires. Or you can build a home from scratch in survival mode while collecting all the necessary resources.
I personally love all aspects of the game, but my favorite is deffinalty just creating a cozy home for me and my friends to relax and do fun things together and explore different biomes.
Minecraft expands its game often to make it truly feel alive, adding different mobs, items, and biomes to really bring it to life. How every world you spawn into is beautiful and unique.
How can I impliment the feeling of freedom in my game and allow it to feel truly allow the player to get sucked in? I defiantly will need to look further into the development of Minecraft for further research.
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Ip Project 3

Nintendo, Cooking Mama: Cookstar, 2020
Cooking mama is a game that I have played since I was a kid. I remember my dad getting me the game to share his love of cooking with me. Something about this simple virtual cooking game is just so endearing. It doesnt have any aspect of money, or progression. It works almost as a cookbook.
You go through each level trying to perfect the recepies and learn how to play the game with better precision to get a more delicious dish. And then in the end you get to decorate the plate in an artistic manner. It is just such a cute and fun video game idea.

Nintendo, Cooking Mama, 2006
I really miss simplistic games like this. Many people praise cooking mama for its truly relaxing nature, but the way that it is programmed it still allows for some surpirses. Like how Mama will get frustrated if you mess up a recipe. People call it a classic, but even with this it falls short in some areas.
While simplicity can be good, some people argue that it is too simple and not worth the pricetag. I understand that. I think that If I were to mix the simipistic aspects of cooking mama with those of Animal crossing and Stardew it would becreate a really fun game. Imagine cooking mama but you can form relationships with others and do other little tasks. It would feel less like a cooking simulator and more like a little oasis of heaven.
Similar to the one I felt when playing this game with my dad for the first time.
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IP Idea 3
Eric Barone, Stardew Valley, 2016
Stardew valley is another very relaxing game that many people have picked up for its comforting feeling. Stardew is very interesting in the way that you play the game because a main aspect is the relationships that you form with characters around you.
I've never personally played the game, but Stardew is almost similar to that of a dating simulator game. There are a set of suitors that you get to choose from to pursue, all with their own personality traits and quirks. You grow your farm alongside your chosen partner or friend and create a quiet life for yourself.
Many people play this game of feeling the comfort of having connections with others and having a relationship, even if it is fictional.
Although stardew makes sure to psuh forward in creating an experience that places relationships to the forefront. It has the same issue the Animal Crossing New Horizons has when it comes to the addition of money. I interviewed my friend who is an avid player. They say that the money aspect can be very annoying, because it stops freedom. It takes so long to make the money needed to afford things that it forces them to spend hours doing mundane and boring tasks like fishing. It can really bring down the gameplay, and my friend says that a new money system or a smaller integration of it would help make the game more relaxing. Maybe having the materials needed to make or build the end goal would be a better currency than money itself.
How can I continue to think about creating a truly passive and relaxing game. My goal is to create something that truly lets you escape from the realities of pain and money.
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Ip Idea 3

Nintendo, Animal Crossing: New Horizons, 2020
Think of a cozy game... did you think of animal crossing? This is so many people's definition of a cozy game. And with the release of the game Animal Crossing New Horizons during the height of the covid pandemic, so many people fell into an addiction of the game. It is a game made to comfort. You make bonds with your animal neighbors, can visit your real life friend's islands, and decorate your island however you please. Animal crossing New Horizons brought so much comfort for me in quarantine and allowed me to feel free in a time where I was stuck in my room.
Many people however criticize the game for its reliance on earning money. It can be very annoying to wait for the one thing you desperately want to end up in your shop, and on top of that you have to spend so much time farming resources in order to even pay for that item.
In my opinion a game that is meant to comfort should have to deal with the stresses of money. Nothing can be just to be anymore. I took a class this summer in Denmark about Environmental Philosophy and how everything exists to make a profit. The addition of a fake economy to the game adds an element that forces players to come back to do meaningless tasks just to afford one cute item. But what if we had free reign?

Nintendo, Animal Crossing: New Horizons- Happy Home Paradise, 2021
This was offered in the downloadable content of the game, where you could decorate houses just at will with no in game transactions for the items. But what's this, this game mode costs $20 in actual real life money to even play.
When thinking about creating a truly relaxing game free from the overall need to make a profit, how can I take elements from ACNH and use them or fight them to come to my final product. I will also be expanding my research that I made during my time in Denmark.
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Ip idea 2

Nintendo, The Legend of Zelda: Breath of the Wild, 2017
When thinking about Open world games, you of course have to talk about the king of the genre, Zelda. The legend of Zelda Breath of the Wild has been praised for its ground breaking open world experience, and how so many games have tried to replicate the feeling, but fall short.

Nintendo, The Legend of Zelda: Tears of the Kingdom, 2023
A game that in many people's opinions fell short is breath of the wilds sequel, Tears of the Kingdom. While Totk took many strides to build upon the story and world BOTW had built, many were let down with how similar they felt. Mechanics wise, Totk is vastly superior, allowing players to have much more freedom with exploration and utilizing items. But still the world felt very similar at times, I mean after all it is the same map.
All the biomes and areas for the most part were the same except for new details. Totk takes place in a period where the world is being rebuilt where botw takes place in a time of ruin.
Just something about playing botw for the first time just made the heart race. The way that the enemies acted differently every-time, collecting items to help you along your journey. Venturing to a new biome that felt so alive. To this day there are still areas I have yet to explore, while having 200+ hours in the game.
Seeing the beauty in this game has helped me find the magic in my own world and nature. I hope to share this priceless feeling with others through my project and help get them outside and enjoy the gifts nature has to offer.
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IP idea 2
Airi Pan, digital painting, 16 x 9 in, 2021
Something that I struggle with as an artist is imagining concepts on my own...strange isn't it. I was trained as a traditional painter/artist, and I was trained to draw mostly from observation. I would be told to paint the picture of a landscape I had in front of me one for one, or draw the person I was looking at one for one. I felt like a lot of my creative muscles become rusty due to this. But a few years ago I started following the artist Airi Pan and her work has been a huge inspiration to me.
I took her class on concept art that was offered on Schoolism and I learned so much about taking my digital illustrations to a whole new level. I learned about the importance of composition, lighting, as well as different techniques to help me boost my confidence.
My landscape and environment art has become so much stronger with the help of her art and this course. I also really appricate the tips given about photo-bashing. It allows me to really get a picture of what I want to depict in my art and allow me for me to have a compiled reference that looks belivable before I jump into my piece fully.
When I graduate I want to work in the video game industry and getting better at enviornment painting as well as character deign are on my main to do list. I have made enormous strides, but with my IP project I hope to become even more proficient in what I want to achieve with my art.
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Ip Idea 2

Nintendo/Game Freak, Pokemon: Scarlet and Violet, 2022
Ah yes Pokemon Scarlet and Violet, the first truly "open world" pokemon games... But didn't legends Arceus come first? Well yes, but Legends isnt considered to be truly open world, since it still was restricted to specific areas rather than being one huge map. Scarlet and violet was something so many poekmon fans were wishing for but in my opinion and many others belive that it fell extremely short when it comes to exploration and feeling like a fresh experience.
Don't get me wrong, I love this game and I think it is so much fun. But I had so much more fun exporing legends arceus and finding new pokemon, than I did in Scarlet. Why is this? Scarlet and Violet heavily advertized themselves to be open world games with a ton of exploration and a non linear story line that you could take your own unique way.
But when the the game was released and the game was still a linear story, just one that wasn't forced upon you, many were outraged. Also the pokemon just feel so static. In Legends the pokemon had their own unique way of interacting with the player, such as attacking you, looking curiously, or fleeing. But in Scarlet and violet, the pokemon just stood there, waiting for you to initiate battle.
An open world game isn't meant to be a lazy add on to make a game feel larger. It should be the focus, and show the power it can give to the player in making them feel immersed. Even though Legends Arceus had a less extensive open world, it was more fleshed out and thought out, making it so much more effective.
If I want to create a game with a truly immersive feel that will get the player excited to explore, protect, and rebuild the enviornment, it's the little details that matter. They all come together to create a truly special experience, what is the point in having an open world if it is boring and flat, at that point its just a useless sandbox.
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Ip Idea 2

Nintendo/Game Freak, Pokemon Legends: Arceus, 2022
Playing Pokemon Legends Arceus after my experience with Sword and Shield was a eye opening experience. The way that the world was laid out allowed for me to explore so many different areas and biomes and really feel integrated with the experience.
I adored each and every feature that helped bring this game to life. riding on pokemon, having pokemon attack you, each and every pokemon having different mannerisms and action: all of this really helped create a believable and fun experience.
Nintendo/Game Freak, Pokemon Legends: Arceus, 2022
While the game itself followed a sort of linear story, it allowed the player to take it at their own pace, allowing for the experience to feel much more genuine. While the biomes were limited to a set amount of space, split into four areas with a home camp in the middle you could use to travel between them. Each area felt unique and alive so that every time you visited you discovered something new.
One downfall of the game is its limited bag space. Many players felt as if they had to compromise a lot of their adventure to make room for only the best items. What do you mean I don't have enough space to pick up one mushroom, and I have to pay 1,000 to expand my inventory? I think that this aspect of the game was questionable, but I think that the small things like this are important to think about when developing a game of my own.
With sword and Shield's failure of giving players a truly immersive and new experience, legends arceus has been praised for its new and innovative way of presenting a pokemon game.
It was a truly a breath of fresh air for so many players, and I constantly find myself going back for more.
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Ip Project 2

Nintendo/Game Freak, Pokemon: Sword and Shield, 2019
Pokemon sword and shield are some of my favorite games to come out of the Pokemon franchise but many people complain about the promises of an "Open World" game and how they were broken. While there is technically a open world area, it is extremely small and it doesnt actually dictate any of the storyline. Many people thought with a promise of a more open world pokemon game, there would be more freedom, but the game still stuck to the very linear formula that pokemon games tend to follow
I think that many strides were made in this game, first of all the graphics are gorgeous. But it felt very sterile, and almost for show. There were so many areas that were visible but unable to be explored which left people with many frustrations.
Nintendo/Game Freak, Pokemon: Sword and Shield, 2019
While the game tried to push away from these complaints in the downloadable cotent by adding more "wild areas" for exploration. They still felt very lacking. While there were many different biomes and environments featured, the exploration areas were extremely small and in some cases only extended to a few patches of grass.
Nintendo/Game Freak, Pokemon: Sword and Shield - Isle of Armor, 2020
In my conceptual game, I would love to think about it as no rock goes unturned. The last thing I would want it to feel like would be sterile. By taking note of the failures of Sword and Shield, I can work towards making my game truly more explorative.
I want to show people and open their eyes to the beauty of the earth, and see that it is worth protecting. Every little element needs to come together to create a huge message in the end.
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IP project 2
Nintendo/Game Freak, Pokemon: Diamond and Pearl, 2006
There is something about the childhood imagination that really can turn a very basic thing into something much larger. I remember playing my first video game ever, it was Pokemon Diamond, and this game completely enthralled me. I would spend hours exploring the cities and routes, as if they were completely realistic modern graphics. But even with such simplicity it was able to gain my interest and help me fall in love with the world.
I would like to study how games like this are able to paint such beautiful. I think that having an experience like this in gaming is really important. Many children don't have access to nature, let alone different environments. So seeing them through media is important, because if they do not learn how to love the Earth young. They will grow up not to care.
Pokemon games are designed so that they create a very immersive and whimsical experience for the player. As you venture on your journey across the country, catching pokemon, and meeting new friends, you find yourself losing yourself in the fictional world. As a part of the plot, you have to stop the three legendary pokemon from destroying the space time continuum and destroying the planet, but in my concept, how can the player take what they have seen in the game and use it to help our own Earth.
Nintendo/Game Freak, Pokemon: Diamond and Pearl, 2006
I hope that my game can create the same sense of whimsy and joy that me and so many other people have experienced, even though they are just a few pixels. How can I draw inspiration from how these games are laid out and integrate them into my own .
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Ip Project 2

Hayao Miyazaki, My Neighbor Totoro, 1988
One of my fondest memories as a child was snuggling up in bed with my two childhood friends and watch our favorite movie, My Neighbor Totoro. the first time I watched the movie, I watched it in Japanese. While being half Japanese myself, I cannot understand a word. My friends on the other hand were pretty well versed for five year olds. But even without understanding the words, I was able to feel absolutely entranced. I've always been drawn to nature, and seeing the way that the enviornment was illustrated was truly mind boggling. Every time I rewatch the movie I am astounded at how I discover something new every time. Just the way that I was enveloped into the environment was a feeling that I cannot describe.
Hayao Miyazaki, My Neighbor Totoro, 1988
the way the rice patties are painted, the angles used to show the size of the tree, the warm lighting to show the beauty of the land are all details that I feel that I have internalized and use in my own work.
I love making art of landscapes, and I am always brought back to this film. I want to be able to capture the pure childlike wonder that nautre is able to paint in the mind through my work. How can I use elements from this film to push the concept of my project to the heights.
I also plan to be blogging about more Miyazaki films because they are just so gorgeous.
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IP Project 1

(Left: Paru Itagaki, Beastars, 2016) (right: Disney, Zootopia, 2016)
I have been rewatching Beastars recently and there is just something so facinating about this anime that makes me come back to it often. The way that prejudice and fear is painted is extremely nuanced. While the Disney movie Zootopia tackles a similar divide between herbivores and carnivores, to me Beastars is much more compelling. While Zootopia deals with a more similar parallel to our own world. One where certain groups are looked down upon for what they can and cannot do, and others that are looked down upon just out of pure fear and hatred. There is a clear divide between the two groups, and this is built off past fear and hatred.

Paru Itagaki, Beastars, 2016
Beastars on the other hand deals with the issue differently, while animals have evolved to be humanlike and as equals, there is still very much an imminent danger present for herbivores. The story follows a gray wolf and rabbit who become friends despite the tense climate. Unlike Zootopia, there are events that take place where herbivores and small animals are devoured by larger predators. This happens due to the existence of instincts which kick in for some carnivores sometimes, and become incontrollable.

Paru Itagaki, Beastars, 2016
The main character Legoshi (the gray wolf) almost devours Haru (the rabbit) and the story follows him struggle with his feelings for her trying to determine if he truly loves her or if he is just following his instincts. Legoshi is very passionate about trying to bridge the divide between carnivores and herbivores and does his best to stick up for them and vouch for them. Another character Juno (another gray wolf) goes to extreme extents to paint a positive picture of carnivores for everyone to see, and that they should not be feared and discriminated against just due to a few disasters.
I think that looking about the way that these two series' tackle the divide between different groups would help me build up my story further. I want to feature different clans that have issues and built up fear and resentment towards each other, and by taking points from these two, I think I can create a compelling narrative.
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