The document describes a board game called "The Not So Great Depression" where players take on roles in a post-financial collapse world and must compete against each other to be the last survivor standing. Players can attack, steal from, or consume other players' resources to help their own chances of survival over the course of several rounds representing days. The game uses character cards, resource cards, and scenario cards to drive strategic decision making around survival actions. The goal is to be the last player with health points remaining at the end of the game.
Armatage is a four player table top game based around the far future. This is an early version of the game so I'm looking for Beta testers and can't wait for feed back!
By getting involved, you will be added to our credits list!
This is a conference program for 200 to 250 men that involves bringing video games to life. This is a fun activity for ages 30 to 60 that allows them to plays games including Galaga, Pac Man, Bioshock, Tetris, and much more.
Iistec 2013 game_design for id_m_broyles_id13333Marie Broyles
Game simulation design and development require instructional designers and game/simulation developers to collaborate. Instructional designers are not typically trained in game or simulation design and development. Designing and developing a simulation or game is not the same as designing and developing for an elearning course. Although there are similar concepts, there is one glaring difference – simulations are three-dimensional environments. It is this element that instructional designers do not have any experience. Creating a Flash animation in an elearning course is not the same as creating a three-dimensional world, where characters must interact, objects manipulated and how the player moves through and interacts with this environment. The result of not understanding 3D simulation design/development is cost overruns, staffing issues, and production delays that result in missing critical milestones.
This is a presentation that I put together to show people what skills and responsibilities that my team had. It also tells people the type of leader that I want to become in the future.
Armatage is a four player table top game based around the far future. This is an early version of the game so I'm looking for Beta testers and can't wait for feed back!
By getting involved, you will be added to our credits list!
This is a conference program for 200 to 250 men that involves bringing video games to life. This is a fun activity for ages 30 to 60 that allows them to plays games including Galaga, Pac Man, Bioshock, Tetris, and much more.
Iistec 2013 game_design for id_m_broyles_id13333Marie Broyles
Game simulation design and development require instructional designers and game/simulation developers to collaborate. Instructional designers are not typically trained in game or simulation design and development. Designing and developing a simulation or game is not the same as designing and developing for an elearning course. Although there are similar concepts, there is one glaring difference – simulations are three-dimensional environments. It is this element that instructional designers do not have any experience. Creating a Flash animation in an elearning course is not the same as creating a three-dimensional world, where characters must interact, objects manipulated and how the player moves through and interacts with this environment. The result of not understanding 3D simulation design/development is cost overruns, staffing issues, and production delays that result in missing critical milestones.
This is a presentation that I put together to show people what skills and responsibilities that my team had. It also tells people the type of leader that I want to become in the future.
Lee lisa teamleadershipproject_november2014_80ba139f-7dd0-445e-8856-a8c162fe04cdLisa Lee
This is a presentation that I put together that shows people how different sections of a game design company would look like from my team's point of view.
Board games are games that are played on a flat surface or board, usually made of cardboard or wood, and often have pieces or tokens that are moved around the board to represent game elements such as players, resources, or territory. Board games can be played by two or more players and often involve strategy, skill, luck, or a combination of these elements. Some examples of popular board games include Monopoly, Chess, Risk, Scrabble, and Settlers of Catan. Board games can be played for fun, as a hobby, or even competitively at a professional level.
Red Dead Redemption 2 maybe a 2018 action-adventure game developed and published by Rockstar Games.
The sport is that the third entry within the Red Dead series and maybe a prequel to the 2010 game Red Dead Redemption.
The story is about in 1899 during a fictionalized representation of the Western, Midwestern, and Southern us.
Hello everyone! I am thrilled to present my latest portfolio on LinkedIn, marking the culmination of my architectural journey thus far. Over the span of five years, I've been fortunate to acquire a wealth of knowledge under the guidance of esteemed professors and industry mentors. From rigorous academic pursuits to practical engagements, each experience has contributed to my growth and refinement as an architecture student. This portfolio not only showcases my projects but also underscores my attention to detail and to innovative architecture as a profession.
Transforming Brand Perception and Boosting Profitabilityaaryangarg12
In today's digital era, the dynamics of brand perception, consumer behavior, and profitability have been profoundly reshaped by the synergy of branding, social media, and website design. This research paper investigates the transformative power of these elements in influencing how individuals perceive brands and products and how this transformation can be harnessed to drive sales and profitability for businesses.
Through an exploration of brand psychology and consumer behavior, this study sheds light on the intricate ways in which effective branding strategies, strategic social media engagement, and user-centric website design contribute to altering consumers' perceptions. We delve into the principles that underlie successful brand transformations, examining how visual identity, messaging, and storytelling can captivate and resonate with target audiences.
Methodologically, this research employs a comprehensive approach, combining qualitative and quantitative analyses. Real-world case studies illustrate the impact of branding, social media campaigns, and website redesigns on consumer perception, sales figures, and profitability. We assess the various metrics, including brand awareness, customer engagement, conversion rates, and revenue growth, to measure the effectiveness of these strategies.
The results underscore the pivotal role of cohesive branding, social media influence, and website usability in shaping positive brand perceptions, influencing consumer decisions, and ultimately bolstering sales and profitability. This paper provides actionable insights and strategic recommendations for businesses seeking to leverage branding, social media, and website design as potent tools to enhance their market position and financial success.
Book Formatting: Quality Control Checks for DesignersConfidence Ago
This presentation was made to help designers who work in publishing houses or format books for printing ensure quality.
Quality control is vital to every industry. This is why every department in a company need create a method they use in ensuring quality. This, perhaps, will not only improve the quality of products and bring errors to the barest minimum, but take it to a near perfect finish.
It is beyond a moot point that a good book will somewhat be judged by its cover, but the content of the book remains king. No matter how beautiful the cover, if the quality of writing or presentation is off, that will be a reason for readers not to come back to the book or recommend it.
So, this presentation points designers to some important things that may be missed by an editor that they could eventually discover and call the attention of the editor.
1. The Not So Great Depression
DESIGN DOCUMENT
Super Thorny Pigeon
William Lopez
Brandon Hackett
Ian Henderson
Thomas Hoffman
Lisa Lee
Latest Revision: 04/25/2015
2. 2
Table of Contents
Title Page
Table of Contents
Description
Designer’s Intent
Developer’s Log
Materials List
Character Cards
Resource Cards
Scenario Cards
Card Distribution
Rules
Game Setup
Draw Phase
Action Phase
End Phase
Winning/Losing the Game
Mechanics
Locate/Find
Attack
Steal
Duplicate
Consume
References
3. 3
Description
Every civilization has its beginning and end.
The one that you knew and loved is fast approaching its own end. The global economy completely
collapsing within itself, the many people of the world have scattered into worldwide panic. You’re one of the
panicking many, however, you’re not about to lie down and let the end of the world happen, are you? The
world may be sledding downhill, but you still have a chance to survive: so long as you take the actions to.
Your story and setting are for you, the player, to decide. The common thread in each tale: the
financial decline of the world around you, and the panic of masses. All you are trying to achieve is survival,
but so are several others. No matter the case, and no matter the scenario, trust no one; alliances are but
temporary in trifling times, everyone wants to be the last one standing.
But, will you be that last one standing?
The Not So Great Depression is a board game based around strategic survival. Players, in amounts as
small as two, and as big as four, will be playing against each other. The goal of the game is survival, which
extends into being the last one standing. Survival comes in many forms, and players can practice this with the
way they play the game. Attack, steal from, or even consume other players’ chances of survival, all of this and
more to be the last player standing, and the survivor that wins the game. Players will employ all of these
options, and more, in order to be the last player, and survivor, that wins the game.
Designer’s Intent
● Target audience: Teens to young adults (ages 13~27)
● Target experience level: Players with an intermediate level of experience
● Format of game: Digital
● Platforms of game: *
● Genre of game: Strategic, survival
● Mode(s) of game: Multiplayer (Locally: 1~4, Online: 8~16)
● Setting of game: Post-financial apocalypse
4. 4
Materials List
● 1x 16-by-16 Custom Handmade Hex Style Board
○ 4x Life Trackers
● 2x D6 die
● 4x Character tokens
● 6x Character cards
● 200x Resource cards
○ 60x Weapon cards
■ 20x Different weapon card types
○ 140x Supply cards
■ 4x Different supply card types
● 8x Scenario cards
All material images and card information posted below:
5. 5
Character Cards
Name Health
Points
Action Points Attack Mod.
(D6 + Mod)
Stealth Mod.
(D6 + Mod)
Int. Resources
MMA Fighter 30 8 +3 +0 Powerthirst
First Aid Kit x1
Cat Burglar 15 11 +0 +3 Lock Picks
First Aid Kit x1
Store Stocker 23 9 +2 +2 Grocery Basket
Food x1
Track Star 20 11 +1 +1 Track Shoes
Food x1
Police Officer 25 8 +2 +1 Stun Gun
(Melee; Range: 1)
Food x1
Doctor 18 9 +1 +1 Stethoscope
First Aid Kit x1
7. 7
Resource Cards
Ranged Weapon Cards
Name Range Damage Uses Notes
Handgun 4 4 3 Able to keep this,
even if you run
out of ammo
Hunting Rifle 6 8 3 Discard
immediately
when out of uses
Shotgun 3 10 2 Discard
immediately
when out of uses
Molotov Cocktail 2 5
(Center tile/
2 spaces away)
2
(Adjacent tiles
surrounding center)
1 Discard
immediately
when out of uses
Does 2 damage in
tiles around center
Can’t be blocked
12. 12
Special Weapon Cards
Name Range Uses Notes
Solar Powered
Flashlight
N/A Unlimited Helps searching, -1 to
zone, can’t go below 1
Grocery Basket N/A Unlimited +2 Inventory capacity
If stolen by a player
with more than five
items, they may steal
an additional item at
random.
Lock Picks N/A 3 +2 Stealth
Powerthirst N/A 1 +3 A.P. but usable
only when out of A.P.
Stethoscope N/A Unlimited +1 H.P. from First Aid
Stun Gun 1 1 When being attacked,
immediately stop
attacker
This is the same as a
melee weapon
Thief Gloves N/A Unlimited +1 Stealth
Track Shoes N/A Unlimited +1 A.P.
15. 15
Supply Cards
Name Range Uses Notes
2x4 (Wood) 1 1 (per resource) Can add +1 to defense
when attacked
(discard after use)
Can be turned in for
scenario objectives
Ammunition N/A 1 (per resource) Ammunition can only
be used to replenish
uses in the handgun.
Can be turned in for
scenario objectives
First Aid Kit N/A 1 (per resource) Can be used to recover
5 health to a player
Can be turned in for
scenario objectives
Food N/A 1 (per resource) Can be used to recover
2 health to the player
Can be turned in for
scenario objectives
17. 17
Scenario Cards
The scenario cards are listed in the chart below. At the beginning of each round, a player will turn a
card over, displaying the scenario for the day. Any player can pull a card in the beginning of the round, so long
as only one card is chosen per round.
Name Time Limit Requirements Punishment
Sudden Starvation 4 Turns 2x Food Reduced A.P. by 2 every
turn you’re unable to
complete the scenario
Food Stockpile 4 Turns 5x Food Take 3 damage to H.P.
for every food you’re
unable to turn in
Infection Affliction 4 Turns 2x First Aid Kit Take 3 damage to H.P.
every turn you’re unable
to complete the scenario
Medicine Stockpile 4 Turns 5x First Aid Kit Take 3 damage to H.P.
for every first aid kit
you’re unable to turn in
Fireborne 4 Turns 2x Wood Reduced A.P. by 2 every
turn you’re unable to
complete the scenario
Shelter Reinforcement 4 Turns 5x Wood Take 3 damage to H.P.
for every piece of wood
you’re unable to build
your shelter with
Charging Crazies 4 Turns 3x Ammunition Take 3 damage to H.P. for
every piece of ammunition
you’re missing
Anarchists Amok 4 Turns 3x Everything If unable to complete the
scenario, shuffle all of your
cards together then, at
random, discard half of
those cards
21. 21
Card Distribution
Police Station Green House Local Clinic Grocery Store Hardware Store Plains
1x Shotgun 1x Thief Gloves 1x Handgun 2x Molotov Cocktail 1x Handgun 1x Powerthirst
2x Hunting Rifle 1x Handgun 1x Stethoscope 2x Powerthirst 1x Flashlight 4x Baseball Bat
2x Stun Gun 1x Knife 1x Flashlight 1x Handgun 2x Crowbar 1x Stun Gun
4x Handgun 1x Shovel 15x First Aid Kit 1x Grocery Basket 2x Lead Pipe 1x Crowbar
2x Knife 5x Wood 3x Ammo 15x Food 3x Hammer 1x Fire Axe
1x Fire Axe 10x Food 5x First Aid Kit 3x Shovel 3x Lead Pipe
1x S.P. Flashlight 3x Ammo 3x Ammo 1x Lock Picks 2x Shovel
4x Baseball Bat 15x Wood 1x Track Shoes
5x Wood 5x First Aid Kit 1x Stethoscope
5x Food 3x Ammo 1x Lock Picks
5x First Aid Kit 1x Grocery Basket
18x Ammo 10x Wood
5x Food
5x First Aid Kit
5x Ammo
Total
50 22 21 29 36 42 200
22. 22
Rules
Game Setup
Players will proceed with setup of the game: arranging their respective character tokens, as well as
respective piles regarding scenario and resource cards. All of the resource cards will be separated according
to the area in which they will be placed. Once they are separated, they will be shuffled and placed on the
board. All other materials are to be placed at their designated spots upon the hex grid mat. From there,
players will decide the game’s play order through a roll of a single D6 die. The player who rolled the highest
will go first. The turn order will then go clockwise from the starting player.
Draw Phase
At the start of an in-game day (every four full turn rounds) a new scenario card is revealed. When
four rounds are completed, or everyone completes the current scenario, all punishments are dealt out to
players who couldn’t complete the scenario in time. Resource cards are drawn when a player searches for
items with the search action. Cards are drawn from the resource card pile in the corresponding search
location.
Action Phase
The following actions require an action point:
● Attacking
● Duplication
● Moving
● Searching
● Stealing
● Usage of consumables
Attacking — Players are able to attack each other if on an adjacent space, unless otherwise noted. Both the
attacking player and the player being attacked each role a single D6 die. The player who rolls the highest does
the damage rolled plus the modifiers (but minus the other player’s roll) to the other player. The player being
attacked doesn’t get any modifiers other than their attack modifier, which is located on the character card. If
both players achieve the same roll, then it is considered a tie and nothing happens, and the player’s turn ends.
Players can carry multiple weapons at a time, but can only choose to use one during a single action phase. On
the following action phase, players are then given the chance to switch out to a different weapon.
23. 23
Duplication — Players are able to duplicate supply cards once per scenario (every four rounds). To duplicate
a supply card, the player searches the resource deck corresponding to both the zone they’re in, as well as the
card they wish to ‘duplicate’. After that, the player will remove the card from the deck, and then proceed to
reshuffle the deck. Duplicating requires one action point to perform, while also being in a specific zone per
item. Wood is duplicated in the hardware store, food in both the grocery store and greenhouse, and first aid
kit in the medical clinic. Players are not allowed to duplicate ammunition.
Inventory — Players are limited to carrying only a main ranged weapon and a main melee weapon. Their
main weapons aside, players are also only allowed to carry up to five additional items. Players may carry any
variation of weapons or consumables, as long as that amount does not exceed two equipped items and five
inventory.
Moving — Players are required to expend an action point for each space they move over. A player’s possible
movement is dictated by the amount of action points they have detailed on their player card. No two players
may occupy the same space at the same time. Players can move and search multiple times per turn. The only
requirement of each subsequent action is having the action points for said action.
Searching — Searching is allowed anywhere on the map, regardless of zone. Some zones will provide better
resources (i.e. the ‘grocery store’ will provide more food than a ‘police station’). Players may search as many
times as they wish until they’ve run out of action points. Players can move and search multiple times per turn.
The only requirement of each subsequent action is having the action points for said action. If players choose
to only search and not attack during the round, while also not completing the current scenario task, they will
be penalized as according to the scenario card. Players may not search the same tile twice in the same turn.
The following zones require the following amount of action points to search through:
● Red (Player 1’s Shelter) = 1 A.P. search
● Blue (Player 2’s Shelter) = 1 A.P. search
● Yellow (Player 3’s Shelter) = 1 A.P. search
● Green (Player 4’s Shelter) = 1 A.P. search
● White (Plains) = 1 A.P. search
● Orange (Hardware Store) = 2 A.P. search
● Neon Green (Greenhouse) = 2 A.P. search
● Pink (Grocery Store) = 2 A.P. search
● Neon Pink (Medical Clinic) = 2 A.P. search
● Purple (Police Station) = 2 A.P. search
Shelter — Players start off the game in their shelter. These are located on the four corners of the game board.
The shelter is an area that players can store items in order to reduce the clutter of their inventory. The act of
using the shelter does not require an action point. There is no limit to the number of items that players may
store in their shelter. There is also no limit to the amount of rounds a player may store any one item in their
shelter’s stock. Players may steal items from opposing player’s shelters. This can happen in two different
ways: If the owner of the shelter is present, it will work the same as the steal mechanic does. Or, if the owner
of the shelter is not present, and if the player stealing has a stealth roll higher than three, the player will then
24. 24
successfully steal an item from the opposing player’s shelter. Any attempt of theft from another player’s
shelter will require one action point.
Stealing — Players are able to steal from other players if standing on an adjacent space. The player
attempting to steal rolls a single D6 (Player A), while the player being robbed also rolls a D6 (Player B). If
player A rolls higher than player B, then the action was successful. If Player A rolls less than Player B, then
Player A’s turn ends, and Player A also takes damage based off the difference between rolls. Players can only
steal once per turn and requires an action point to occur. If both players achieve the same roll, then it is
considered a tie and nothing happens, the player’s turn resumes and they may still act if possible.
Usage of Consumables — Players are able to consume their supply cards (specifically ‘food’ and ‘first aid
kits’) for positive effects, the cost being a single action point per consumable. In order to consume
ammunition to reload your handgun you must also use an action point (per ammunition consumed).
Consumables and supplies may also be left at your shelter for stockpiling.
End Phase
The end phase is achieved when a player has exhausted all available action points, initiated combat
with, or has failed to steal (loss only, not tie) from another player.
Following every four turns, players automatically return to their respective shelters. At this point,
players must turn in what resources they have for the current scenario, whether they have enough to fulfill
the scenario requirements or not. Players must turn their cards to a discard pile. Players cannot use the cards
they have turned in, as they are considered discarded.
Winning/Losing the Game
A player wins when they are the last person standing, and are able to complete one final scenario.
Players may choose to do nothing but attack and kill each other. This is permissible because it is considered
part of the game. But, if the players left do not complete the current scenario task, then they will receive
penalties detailed on said scenario card. All players lose if they all die. This allows a more competitive and
realistic atmosphere to the game. This atmosphere also allows for temporary alliances between players,
although all ‘good’ things must come to an end.
25. 25
Mechanics
Locate/Find
Searching is allowed anywhere on the map, regardless of zone. Some zones will provide better
resources (i.e. the ‘grocery store’ will provide more food than a ‘police station’). Players may search as many
times as they wish until they’ve run out of action points. Players can move and search multiple times per turn.
The only requirement of each subsequent action is having the action points for said action.
Attack
Players are able to attack each other if on an adjacent space, unless otherwise noted. Both the
attacking player and the player being attacked each role a single D6 die. The player who rolls the highest does
the damage rolled plus the modifiers (but minus the other player’s roll) to the other player. The player being
attacked doesn’t get any modifiers other than their attack modifier, which is located on the character card. If
both players achieve the same roll, then it is considered a tie and nothing happens, and the player’s turn ends.
This allows players to get closer to the win condition by attacking and killing other players’ characters.
26. 26
Steal
Players are able to steal from other players if standing on an adjacent space. The player attempting to
steal rolls a single D6 (Player A), while the player being robbed also rolls a D6 (Player B). If player A rolls
higher than player B, then the action was successful. If Player A rolls less than Player B, then Player A’s turn
ends, and Player A also takes damage based off the difference between rolls. Players can only steal once per
turn, but this requires an action point from the player stealing. If both players achieve the same roll, then it is
considered a tie and nothing happens, the player’s turn resumes and they may still act if possible. This allows
players to get supplies they need through other means besides searching.
Duplicate
Players are able to duplicate supply cards once per scenario (every four rounds). To duplicate a
supply card, the player searches the resource deck corresponding to both the zone they’re in, as well as the
card they wish to ‘duplicate’. After that, the player will remove the card from the deck, and then proceed to
reshuffle the deck. Duplicating requires one action point to perform, while also being in a specific zone per
item. Wood is duplicated in the hardware store, food in both the grocery store and greenhouse, and first aid
27. 27
kit in the medical clinic. Players are not allowed to duplicate ammunition, this being to maintain the game’s
balance.
Consume
Players are able to consume items held on their character’s inventory, or from their supply stock.
This requires an action point for each instance of consuming an item. This allows players to heal themselves
of injuries sustained mid-game.
28. 28
References
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