These are some of my concepts I had for my grunt that we completed in 3-D, my freshman year. We had to come up with three different concepts and then pick one. For my final sculpture I ended up choosing the second purple one. He had one of the best silhouettes, and body forms. It was hard to come up with different creatures, but I enjoyed doing this assignment. It helped me become more creative. 
My name is Brooke Olson. I am studying Game Art and Design at Ringling College of Art and Design. I love experiencing the outdoors, and drawing.
Monday, September 29, 2014
More Artwork...
This is a skeleton and muscle overlay I completed my freshman year of college. This was a project we had in figure drawing, where we started with a base drawing, and then drew the skeleton over the top, and on top of the skeleton drawing we drew a muscle overlay. This project was hard for me to do because I didn't know much about muscles and bones, but once I started to do some research and find some reference it got much easier. I learned a lot about muscles from this project and learned how each muscle contributes to the body.
This is a skeleton and muscle overlay I completed my freshman year of college. This was a project we had in figure drawing, where we started with a base drawing, and then drew the skeleton over the top, and on top of the skeleton drawing we drew a muscle overlay. This project was hard for me to do because I didn't know much about muscles and bones, but once I started to do some research and find some reference it got much easier. I learned a lot about muscles from this project and learned how each muscle contributes to the body.
Sunday, September 28, 2014
More Art
This is my Thorne room that I made second semester of my freshman year. I made this in my 3-D class, we had to make an environment and scale it down. It was fun to make, and I learned a lot about what you all need to include to make an environment believable. You had to think about the lighting and placement of everything you included. 
Saturday, September 27, 2014
Friday, September 26, 2014
Deconstruction of the The Way
Deconstruction of The Way 
            For game
design we had to play a print and play game. We then had to deconstruct it. The
game I chose to play was called The Way. It was a fun and easy game to play, and
only took a short amount of time to set up. This game only had about 2 pages of
rules, and took less than 30 minutes to play.
- The goal of the game is to make your way from your own start card to your midpoint card, and then back to your start card again, before the other player.
- The core mechanic of the game is to rotate or replace the cards in a way that helps you get to your goal, and blocks your opponents way to the goal. You can do this simply by placing one of the cards you are given on top of another card that may be useful to your opponent, or by simply rotating one of the cards on the board. The core mechanic is pretty simple but it works well.
- The space of this game is discrete, mostly because there are only five by five rows laid out. I don’t think it is really a continuous space because we don’t really care about the space within each grid. We care about the overall grid, so pretty much it’s 25 grid pieces that are closely connected to each other. Nothing continues out from the game either, it’s simply in a confined 2-dimensional place.
- The objects in this game are the cards that are placed down, and the pieces you use to move around the board. The attribute of the card is the motion it can move in. The attribute of the pieces is the amount of moves it does and its direction of movement. The state if the cards attribute is 90 degrees, because that’s how much the cards can rotate. The state of the pieces movement is 1 to unknown. It just depends on how many lines are connected and how many you can cross till you get to a stopping point.
- The operative actions in this game are moving your piece in any which way, and rotating the cards, and be able to place the cards. The resultant actions of your piece are, getting to the midpoint and back to the start again. The resultant actions of rotating the cards are being able to block your opponent, get to the finish faster, and winning.
- The rules were simple and easy to follow. They included pictures of illegal and legal moves that the player can make, and has pictures showing what the different pieces are. The rules were also divided into small sub-sections, which was nice, and made it easier to follow.
- This game is mostly skill, and the skill that they players learn is how to outsmart the opponent and how to make the best moves possible to get you to the midpoint and finish the fastest.
- There is small role of chance in this game; the only real chance you have is how the cards are laid out, and whether or not they are in your favor. The other role of chance you might get is what cards you end up receiving, you could get lucky and end up with all good cards.
Overall I enjoyed this game and thought it was a good
concept. It kept my interest the whole time and made you think, I also enjoyed
that it wasn’t all chance, and it was mostly skill. I would definitely play
this game again. Here is a link to the game so you can play yourself, http://www.bonegames.com/games/theway.html.
Thursday, September 25, 2014
Freshman Year Artwork continued...
Still Life
This is my still-life that I completed second semester of my freshmen year. I did this in my drawing II class. The medium that I used was chalk pastels, with a pencil underlay. I enjoyed this assignment and learned more about value, colors, and shading. This assignment helped me pay more attention to detail.
Wednesday, September 24, 2014
Print and Play Games 
Space Dogfight
       For my game design class we had to choose a few different print and play games to analyze. The first game I chose to analyze and play was called Space Dogfight. This game is a 2 player game where you challenge one another until defeat. The goal is to either annihilate the enemy or be the one with the most points. 
      The game starts off with you being able to make a custom fleet of spaceships. You move around the board with your limited number of move points, that you are given by drawing from a cup. You play on a grid that is eight by ten. On opposite ends of each other is the two starting zones, the red and blue zones. 
      When it comes to choosing your spaceships, you must choose wisely. You are only given 80 points to use, and each ship is worth a different amount and has different abilities. Each ship has a different number of moves, attack, defense, and then how many points it's worth. Also integrated into the game are action counters. There are four different kinds: AP, defense, move asteroid, and a blank one. The players must have five in their hands at all times. You draw these from a cup randomly. The AP counters allow you to defend your ships against attacks. A move asteroid card is placed on the board and moved according to dice rolls. If the asteroid is moved into a space that a ship is in, that ship gets eliminated. The blank counters can be used for any action counter. 
     I found this game to be enjoyable. I liked the concept and simplicity. The construction was simple, all you had to do was cut out the square game pieces. It took maybe 5 minutes to make. I liked the customization you are given to make your own fleet. I also like how you are given a choice on what actions you would like to take. The only thing I dislike is the action counters, I wish they had better designs. Overall I enjoyed the game and would play it again. Here is a link to the game, http://games.mrdo.se/SpaceDogfight.aspx.
Pistard
     The next game I chose to play was called Pistard. This is a 2-6 player game. It is a racing game and whoever gets to the finish first wins. Once everyone picks there riders, they are placed on the board and the game begins. You then go in order of the race, the first rider goes first and so on. When it's your turn you throw all four dice, which are different colors. Then you pick one die that you want use to make your cyclist move. Your movement has to stop on a square that matches the color of your die, or it has to be orthogonally behind someone else. If you can't do so, you don't move. There is no forward or backward movements, and you can't go through a space that is already occupied. There are also energy tokens in the game, everyone starts with three. You can use them at any time to increase the value of one die, but only if it doesn't go above 6. 
     I thought this game had a good idea, it just wasn't executed very well. A race to the end with bikes was a good idea and I like how they made the board. Also the construction was simple. All you had to do was piece together the board and cut out the bike pieces. Then assemble them and make them stand. The aspects of the game just didn't make sense. Why would you not be able to move forward or backwards? The game also dragged on for too long. There was no surprises or fun aspects to look forward to other than finishing. This game wasn't as great as I thought it would be. Here is a link to the game if you are interested, http://www.cyclingboardgames.net/g_pistard.htm.

Goblin Slayer 
     The last game I chose to play was called Goblin Slayer. It is a 2 player fantasy board game that consists of and evil army of goblins who guard the shimmering widget. The other player is a dwarf who is trying to obtain the shimmering widget and escape before being caught. The goblin wins by killing the hero. The hero wins once he captures the shimmering widget and makes his way back to the entrance.
     The hero who is named Stormbeard is able to move 1 or 2 spaces or none. Stormbeard can only attack if he moves one or less spaces. Stormbeard can pick up items from the space he lands on, like the shimmering widget or hero stone. The hero stone allows Stormbeard to move another space. The goblin's can move one space, the ogre can move two spaces. You can obtain the ogre by swapping two of your goblin's. Goblin's can spawn in through the tunnels on the board. Stormbeard has multiple attacks he can use on the goblin's. There are many more small rules involved in the game. 
     I thought that this game was confusing at first, but once I started playing it became much clearer. I do think that the game had too many rules. I really enjoyed the concept and overall goal. It was fun to play and was unique. I loved the print and play version and how it looked once it was assembled. It took quite a bit to construct bit it was well worth it. The 3-D aspect made the game much more enjoyable. The art was great and made you feel more involved in the game. I would definitely play this game many more times. Here is a link to the game, http://www.digital-eel.com/slayer.htm.
Monday, September 22, 2014
Real World Observation
For my Game Design class we had to observe an interaction between people and each other or between people and the world. We had to observe how they interacted, the differences between gender, or age. Then we had the option to make an alteration to the world. I observed people at the smoking spot and if they sat down and smoked or stood up. Then I altered the world by putting "WET PAINT" signs on the benches, and observed how people reacted to them. Here is a link to my Real World Observation presentation.
Saturday, September 6, 2014
More Freshman Year Artwork
Chess Set
This is my chess set that I created during my freshman year 3-D class. We had to make each piece in a chess set and they all had to represent their original piece. The goal was to include certain attributes to each piece so the player understands the movement of each piece. I made my pieces out of wood. This project taught me how to play chess. I also learned how to conceptualize designs and use a lathe. 
Alien Invasion
This was a project of mine that I created in my freshman year Drawing 2 class. For this project we had to create a city in 3 point perspective. For this project I first did a pencil drawing then after colored it in Photoshop. I developed my Photoshop skills, and learned more about the tools in Photoshop. I also learned more about 3 point perspective.
Subscribe to:
Comments (Atom)

 








