Screen printing test

Since our class is doing a screen printing project, we tested our positives and the results came out tough at first, but after a few tries with the screen, the positives started having better quality.

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Walk the Walk

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Interaction Review 2

Each Kiosk at the museum each had something related a principle of play for the visitor to interact with. It was intended to help enhance the visitors understanding of each principle. examples of these kiosks include Poise where there was a tilted room that helped “tilt the balance” as the museum stated. Another kiosk was strength. That was interpreted through a rock wall that required strength to be climbed.

While in this museum, I played a couple games. Super Mario Brothers and Donkey Kong. Each of these games interact differently. In Super Mario Brothers, the player plays as either Mario or Luigi and try to get through all the worlds. The game at the very start forces you to jump over the first bad guy or Mario dies. If you jump on top of the villain, the villain dies. The game gets more difficult when the fish, and koopas are introduced. Mario can even get the power to shoot fire and grow bigger to give Mario and extra chance to live. Donkey Kong is a similar style game in the sense that Mario needs to get to the objective and the villains stop him. Mario has to jump the villains and barrels to save the princess from Donkey Kong; however, the whole game is able to be seen on one screen. Although the villains are different in ability.

For the Super Mario Brothers game there was a delay in the movement that could be improved. Maybe once the direction is picked, the character moved immediately. In Donkey Kong, there was a slight delay as well which could be improved. In both these games, the jump was especially delayed which effected the success of the player. Other then the delay, the character has good and clear interaction. The game play is effective in interactive media and design.

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Laser Woodblock

For the laser woodblock project I started to create a design that could repeat in photoshop. From there, I transferred the design to a laser printer and printed it onto a woodblock. After putting the design onto the woodblock, I added a color to put onto a pillow case. After a few tests, I got the design onto the pillow case and created the repeat pattern. I used inspiration from Lichtenstein’s style of painting. I set the dots in the bitmap up like Lichtenstein’s dot layout in his drawings. Even the hit designs are inspired from Lichtenstein. My color choice was based off the outfits of Batman and Superman. Traditional Batman had blue on his uniform and one of Superman’s primary colors were blue. To symbolize both characters’ relationships, I started the blue out darker and made it lighter toward the top. This is because both the characters had dark back stories, but their friendship made them less dark and more comedic.


Lichtenstein: Explosion

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Bouncing Ball


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Aluminum Drypoint Narrative: Emerging From Nowhere

For the aluminum drypoint narrative assignment, I had to create a scene using an aluminum plate and tools to etch into the aluminum. For my narrative, I decided to make my top three favorite horror movie characters in front of an evil looking pumpkin. The horror movie characters are Jason Voorhees (Middle), Freddie Krueger (Right) and Michael Myers (Left). For the project I made each character slowly emerge from the background. I started with Jason’s mask and the top of the pumpkin emerge for my first print, and slowly made more show up as I created more prints. This made it look like each character was emerging from the background. As each print was made, more detail was brought to the characters faces and clothes as well. In every print, most of the etchings keep getting darker to resemble the characters getting closer. When a viewer looks at this piece, they should see anger or feel fear as the killers come closer into view and the angry pumpkin appearing behind them. To create the lines in this piece, i used heavy lines for the characters, and a series of heavy and lighter line weights in the sky to make one side lighter than the other while still remaining dark. I also used lighter line weights to create the wrinkles in the shirts or the cracks in the pumpkin, and I stippled for the pumpkins eyes. Finally for the top of Freddy’s hat I cross hatched to give a shaded look. Overall, I was effective in creating a narrative; however, I could have made the background darker, so it appeared the characters were emerging from darkness.

The idea for this project came from my childhood when me and my dad used to watch the Halloween, Friday the 13th and Nightmare on Elm Street movies. This is to honor those memories.

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Interaction Review 1

A game I could play forever is Friday the 13th. In this game, the player is either a counselor or Jason. Each map is a small portion of Camp Crystal Lake. Each portion relates to one part of the Friday the 13th movies. As Jason the player has to kill most of the counselors or all of them. Jason has the skills to teleport, morph,  and a set of more powerful attacks. Jason can also swing his weapon at the counselors as a lighter attack and bust through walls and doors. When Jason bust through walls and doors, the doors immediately fall apart upon Jason smashing it. As a counselor, you can pick up weapons, get cars and boats started, call the cops or call Tommy Jarvis for help. The counselors can also close and lock doors which slow down Jason’s progress. Climbing through windows as the counselors also slow down Jason because Jason cannot climb through windows. After a counselor dies or escapes, the game randomly selects one of them to play as Tommy Jarvis. Tommy Jarvis is the only character in the game who can kill Jason. In order to kill Jason, the player needs to find Jason’s shack. This shack is hidden in random spots overtime you spawn in a map. In the shack is a shrine to Jason’s mother. On this shrine is a sweater that Jason’s mom wore in part 1. A female player must steal this sweater and wear it to trick Jason. Tricking Jason paralyzes him enough so Tommy Jarvis can hit him. This won’t kill Jason; however, it will make it easier to get a more powerful hit on Jason. Difficulty is determined by the player’s choice of Jason. Each Jason has different strengths and weaknesses which determine the difficulty. After each game your level increases as your reward for playing. If the player is Jason, he or she will gain more experience than a counselor would. The counselors gain more or less experience based off what they do each round.

A game that frustrates me is Injustice II. This game takes place in the alternate universe of the famous DC heroes. The universe where Joker tricked Superman into killing Lois, Superman’s wife, and then Superman went crazy afterwards. This game is a fighter game where the player can only move backwards, forwards, up and down. Each player faces each other ready to fight. Each character in the game has a set of light, medium and heavy attacks which remain fairly consistent between each character. Then there are combinations on the game controller. If these combinations are done correctly, the characters use their superpowers against their opponents. If the player presses ‘B’ on the xbox controller it allows them to use specialty moves that give the hero or villain an advantage over your opponent. Some advantages include stronger moves, slowing the opponent down or decreasing the opponents health. Immediately after pressing the right buttons the character will attack, and when they attack, a noise and hit effect appear to show the player their hit worked. As a reward for battling each match, each hero gets a level up. There is an experience bar at the top of the screen by the player card. While the heroes and villains level up individually, the experience bar in the top corner goes up with the individual experience bars. The game difficulty is adjusted by the player. There are five difficulty levels in Injustice II: Very Easy, Easy, Medium, Hard and Very Hard. In the story mode of this game, the computer learns and changes its own difficulty to give the player a challenge. If the player wins, the difficulty goes up. If the player loses, the difficulty goes down.

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