ARDN506: Aesthetics

For our second formative of the semester we are focusing on Aesthetics, part of the MDA framework. As defined by Hunicke, LeBlanc and Zubec; the eight types of Aesthetics are:

  1. Sensation – The player experiencing something unfamiliar.
  2.  Fantasy –  Make believe or an imaginary world.
  3.  Narrative – The game functioning as a story.
  4.  Challenge – Providing an obstacle to overcome with problems or planning.
  5.  Fellowship – The social aspects of a game. Forming a social framework with human interaction.
  6.  Discovery – Functioning as uncharted territory.
  7.  Expression – Functioning as a way to express yourself.
  8. Submission – The pleasure of the game as a mindless pastime. Organising books on a shelf or knitting.

Redefining Genre in Gaming (Extra Credits)

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Game Rules!

We don’t have a name yet but I’ve been working on the rules – so here goes..


To be the first team to control a majority of the board. Control is had by having a house piece or player piece on a tile. A majority is [] number of tiles.

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ARDN506: Week 3: Paper Prototype

Our group (Sasha, Kate, William, Jireh & I) made a paper prototype for a new game consisting of boats, sharks and zombies. Our board game used a circular board with three tiers/levels. The aim was to collect enough resources (wood, cotton, fibre) to build a boat to get to the second tier which was “water”.  Unfortunately we didn’t manage to figure an end game with the third and last tier.

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ARDN506: Week 2: Paper Prototype

Brief: Produce playable table-top game prototype.

Exploring fundamental design principles of game mechanics using basic table-top mechanic design methods and techniques.

Week 2:

Paper prototype 1:

  • choice
  • goals/narrative
  • coherence (flow)

Within our groups, we turned our basic daily activities into simple mechanics and then tried to put them (or some of them) into a basic table top game. Within my group we had feeding the cat, walking the dog, cooking an egg, changing a light bulb and going to the gym. We ended up making a board game that was separated out into “rooms”.

The most interesting mechanic was “walking the dog”, where we came up with the idea to constrain the players so that they could not move far away from each other. We also played with the idea of having 2 different teams each with different abilities, for example if there was a cat and a person both looking for an egg, the cat can only (or also) see in the darkness, so the light needs to be turned on in the “room”. It was hard to figure out, mostly because we had to focus on the mechanics of the game instead of the premise.

We started making the paper prototype in class:



We should have a proper game drawn up by next friday!

Game Trailer – After Dark


Here is my game trailer and game!

There is a levitating ghost mode operated by the shift key and a normal mode where the arrow left and right keys move back and forth across the screen and the space bar is used to jump. NPCs are engaged with by either the Enter or Tab key, and subsequent presses continue the conversation.




Because of time restraints, my game does not have all of the complex branching in the conversations with NPCs.

Some small bugs happen randomly with the mechanics, because of the challenging nature of having 2 separate collision logic scripts, one for ghost mode and real mode, sometimes the player object sticks onto other objects.


After Dark Trailer (2017)

The Game:

After Dark Game