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Jessica's Wonder Land

Saturday, December 11, 2004. My game called ‘realtime avatar’ I was keep on changing my mind with game rules and. Trying to get to know people in different depth to it by drawing and guessing that who draw this piece. My game I would like at least 2 minimum players and 15 minutes per game. Difference of my game is first simple rules and easy to follow up on without the. Manual. Second, sophisticated and get to know other person better with the drawing. Fourth, because it’s fun, fun, fun! The core mechani...

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Jessica's Wonder Land | pinkyprint.blogspot.com Reviews
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Saturday, December 11, 2004. My game called ‘realtime avatar’ I was keep on changing my mind with game rules and. Trying to get to know people in different depth to it by drawing and guessing that who draw this piece. My game I would like at least 2 minimum players and 15 minutes per game. Difference of my game is first simple rules and easy to follow up on without the. Manual. Second, sophisticated and get to know other person better with the drawing. Fourth, because it’s fun, fun, fun! The core mechani...
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1 jessica's wonder land
2 game design statement
3 6 comments
4 2 relay racing
5 0 comments
6 realtime of avatar
7 or guesser
8 thank you
9 no rewarding
10 final project #2
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jessica's wonder land,game design statement,6 comments,2 relay racing,0 comments,realtime of avatar,or guesser,thank you,no rewarding,final project #2,av a tar,brief history,reason,game purpose,any questions,wwwmandu104@hotmail com,1 comments,roll over
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Jessica's Wonder Land | pinkyprint.blogspot.com Reviews

https://pinkyprint.blogspot.com

Saturday, December 11, 2004. My game called ‘realtime avatar’ I was keep on changing my mind with game rules and. Trying to get to know people in different depth to it by drawing and guessing that who draw this piece. My game I would like at least 2 minimum players and 15 minutes per game. Difference of my game is first simple rules and easy to follow up on without the. Manual. Second, sophisticated and get to know other person better with the drawing. Fourth, because it’s fun, fun, fun! The core mechani...

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1

Jessica's Wonder Land: realtime of avatar

http://pinkyprint.blogspot.com/2004/11/realtime-of-avatar.html

Wednesday, November 17, 2004. Thanks you for your feed back about my game design. Yeah i was really struggle with game duration and game struction . but thank for u all for participate my game. I find few problems in my game design. 1 i gotta be serious about time limit and gotta have to get rid of down time for people who doesn't draw. So make two team and make both draw and both guess in same time. 2 rather keep on going with same categories. should creat different categories what player could draw.

2

Jessica's Wonder Land: core mechanic

http://pinkyprint.blogspot.com/2004/10/core-mechanic.html

Thursday, October 14, 2004. Make game name as embarrassing game. Game rule: players could be 5 or 7 people in each group (two group will be perfect). Each player from each group come up to the component or stage and trying to. Embarrassed each other by verbally not by any physically. And every time one player speak and other player would like to remain the game. Has to say of course and his speak. Why players has to say have coursed beginning of every module because players has to. San francisco, CA.

3

Jessica's Wonder Land: feed back for Q

http://pinkyprint.blogspot.com/2004/11/feed-back-for-q.html

Monday, November 15, 2004. Feed back for Q. 1 giving feed back for Q his game is C-walk. 2game plays with cigarette box and game skill. 3 core mechanic is tapping and tip it over, and pushing. 4 c-walk is about gain cigarette from other players. game rules are simple. take one cigarette from each other's box. And put the cigarette box on the flat surface, and trying flip the cigarette box to other players . this game is reall y. Simple rules so that they could began to perform as they were playing.

4

Jessica's Wonder Land: December 2004

http://pinkyprint.blogspot.com/2004_12_01_archive.html

Saturday, December 11, 2004. My game called ‘realtime avatar’ I was keep on changing my mind with game rules and. Trying to get to know people in different depth to it by drawing and guessing that who draw this piece. My game I would like at least 2 minimum players and 15 minutes per game. Difference of my game is first simple rules and easy to follow up on without the. Manual. Second, sophisticated and get to know other person better with the drawing. Fourth, because it’s fun, fun, fun! The core mechani...

5

Jessica's Wonder Land: November 2004

http://pinkyprint.blogspot.com/2004_11_01_archive.html

Wednesday, November 17, 2004. Game prototype: sfai balance challenge. 1 sfai balance challenge by elliot. 3 different stage of challenge. (intellectual and physical). Has to balance these two challenge to win this game. 4 fun, exciting. challenge, but one thing on ma mind I'm not a skater. suck at skateboard. 5 while two players takin the IQ test , we all make two group and cheer our players and trying to throw suggestion while. Make it more easier IQ test question or something funny quiz might me cool.

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Game Design as Art Practice: Alternate Reality Game wraps

http://artpractice.blogspot.com/2004/11/alternate-reality-game-wraps.html

Game Design as Art Practice. Play has a tendency to be beautiful. -Johan Huizinga, Homo Ludens. Wednesday, November 03, 2004. Alternate Reality Game wraps. Now here's a very interesting New York Times Article: Sci-Fi Fans Are Called into an Alternate Reality. Posted by Jane at 7:05 PM. Youth is warcraft leveling. Not a time of life; warcraft leveling. It is a wow lvl. State of mind; wow power level. It is not power leveling. Amatter of World of warcraft Power Leveling. A quality of buy aoc gold. The Big ...

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Game Design as Art Practice: Individual Project Meetings Next Week

http://artpractice.blogspot.com/2004/10/individual-project-meetings-next-week.html

Game Design as Art Practice. Play has a tendency to be beautiful. -Johan Huizinga, Homo Ludens. Tuesday, October 19, 2004. Individual Project Meetings Next Week. We'll be having 25-minute conversations about your individual projects next Monday and Wednesday. To prepare, please type and bring with you a list of problems or questions you have related to your project. Posted by Jane at 11:28 PM. San Francisco, CA. Or get my contact information on my contact page. View my complete profile.

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Game Design as Art Practice: Getting ready for Prototypye Playtesting!

http://artpractice.blogspot.com/2004/11/getting-ready-for-prototypye.html

Game Design as Art Practice. Play has a tendency to be beautiful. -Johan Huizinga, Homo Ludens. Wednesday, November 03, 2004. Getting ready for Prototypye Playtesting! Two blog assignments will help you prepare for next week's playtesting of your prototypes. 1 Based on the brief descriptions presented in class, please choose another class member's game project to comment on. Find and visit that game designer's blog (see the links in the sidebar! 2 RULES, RULES, RULES! Posted by Jane at 1:05 PM. I'm a gam...

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Game Design as Art Practice: July 2004

http://artpractice.blogspot.com/2004_07_01_archive.html

Game Design as Art Practice. Play has a tendency to be beautiful. -Johan Huizinga, Homo Ludens. Thursday, July 29, 2004. Welcome to Game Design as Art Practice. As a final project, you will work toward the design, development and deployment of a game in any medium of your choice. While digitally-based projects are welcome, you may also choose to work entirely with non-digital media. This course begins September 8, 2004. See you then! Posted by Jane at 10:40 PM. San Francisco, CA. I'm a game designer, a g...

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Game Design as Art Practice: December 2004

http://artpractice.blogspot.com/2004_12_01_archive.html

Game Design as Art Practice. Play has a tendency to be beautiful. -Johan Huizinga, Homo Ludens. Wednesday, December 08, 2004. Deadline: By Friday December 17 12 PM Noon, your final Game Design Statement must be:. 1) At least 500 words. 2) spell-checked, proofread, complete sentences, etc. 3) posted to your blog AND. 4) emailed to me at jane@avantgame.com. If I don’t have it by the noon deadline, you will NOT receive credit for this assignment. 1) What is your game called? Why did you choose that particul...

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Game Design as Art Practice: Beta Test Requests!

http://artpractice.blogspot.com/2004/11/beta-test-requests.html

Game Design as Art Practice. Play has a tendency to be beautiful. -Johan Huizinga, Homo Ludens. Sunday, November 21, 2004. Remember to get your beta testing requests in by this Thursday (Thanksgiving! Please email me with the following information:. Name of the game you are beta testing. Final platform of the game and any special needs (an empty room, outdoors, 2 computers with Internet, etc.). Of players for a complete game. Length of time for a complete game. Posted by Jane at 9:47 AM. San Francisco, CA.

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Game Design as Art Practice: Final beta testing schedule

http://artpractice.blogspot.com/2004/12/final-beta-testing-schedule.html

Game Design as Art Practice. Play has a tendency to be beautiful. -Johan Huizinga, Homo Ludens. Monday, December 06, 2004. Final beta testing schedule. Below is our updated beta testing schedule for Monday. Please check to see what games you will be testing. Please arrive on time and prepared to play! Also, beta testers: please have your game set up BEFORE our class meeting if major installation or equipment layout is required. Katie’s A Public Game: Report from players: 4:20 4:45 (Cihan and Grey). Tass ...

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Game Design as Art Practice: September 2004

http://artpractice.blogspot.com/2004_09_01_archive.html

Game Design as Art Practice. Play has a tendency to be beautiful. -Johan Huizinga, Homo Ludens. Wednesday, September 29, 2004. Amazing mystery machines today. The second group was. Fun to interact with, no? Its function was such a surprising reveal, and that moment of realization ("It's a massage machine! It's also a tickle machine! It's a punching machine! Resulted in such a frenzy of spontaneous and motivated interaction. This one is an instant classic, I think. Good stuff, all around. For your next pr...

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Game Design as Art Practice: Updated Beta Schedules

http://artpractice.blogspot.com/2004/11/updated-beta-schedules.html

Game Design as Art Practice. Play has a tendency to be beautiful. -Johan Huizinga, Homo Ludens. Tuesday, November 30, 2004. Below is our updated beta testing schedule for Wednesday and next Monday. Please check to see what games you will be testing. Please arrive on time and prepared to play! Also, beta testers: please have your game set up BEFORE our class meeting if major installation or equipment layout is required. Jessica’s Avatar, 4:45 5:15 (12 players: Jessica observes, while EVERYONE else plays).

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Jessica's Wonder Land

Saturday, December 11, 2004. My game called ‘realtime avatar’ I was keep on changing my mind with game rules and. Trying to get to know people in different depth to it by drawing and guessing that who draw this piece. My game I would like at least 2 minimum players and 15 minutes per game. Difference of my game is first simple rules and easy to follow up on without the. Manual. Second, sophisticated and get to know other person better with the drawing. Fourth, because it’s fun, fun, fun! The core mechani...

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