Was flipping through my camera, found some pics from the last week that I thought I'd post:

So here's Mike, me, Jamie, and Andre celebrating our victory over a board game. Shadows Over Camelot (which, by the way, is an EXCELLENT game) is a game where all the players team up against the game...and the game usually wins. We were really, really proud of ourselves for winning. I believe I mentioned in a previous post that playing and critiquing board games was homework for one of my classes. Turns out this is a weekly assignment. Mike, Andre, and Jamie are my usual group for this activity. As you can see, we're all very, very cool.

Do you know who this guy is? That's okay, I would be extremely surprised if you did. His name is James Kiefer, and he's head of game development at Mattel. He came to our game class and talked about the process of designing board games and getting them to market (and of course, getting them to SELL). Apparently he will be coming to our last class to see our final projects, and if he sees something he likes, that group will be given the opportunity to develop their project further at Mattel (or with Mattel, or with Mattel's blessing, or something...I'm a little vague on the details). Neat!

Ah, here are two members of my game design group with our latest prototype, Butterfly Effect. As you can see, Lily is thinking EXTREMELY hard, and well she should. We're developing a board game version of what would eventually be an MMORPG (Massively Multiplayer Online Roleplaying Game...think World of Warcraft). The basic idea is that it's animals versus plants, with each side competing to control the most territory. As the patron god (or goddess) of your side, you have the ability to place resources on the board, Risk-style, and battle your opponent to take their territory. The twist is that you can do these things both in the present and in the past; whatever you do in the past will change what is happening in the present. It's an interesting premise, in theory. In execution, getting the mechanics of it worked out is a PAIN. I liked this better as a hypothetical computer game. Then, we could just say things like "well, then there would be magic on the server, and BAM, what you did in the past would be reflected in the present!" Oh well, we're having fun with art supplies and dice, and that is definitely something.