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November 7, 2005

Cultural Map Groups

Diifferent groups of people with different interests could follow the last cultural habits of their friends. Here is a route map of how to travel from USC to Disneyland. Click on the marker & in the Castle to follow the last USC IMD students' visit. This is the narrative way, with pictures & different routes, of sharing with other friends your cultural habits and hobbies in order to experience them when ever you want or you can.
http://interactive.usc.edu/locative/jfernandez.html

November 1, 2005

View Point

Here is another panorama on the way, a work in progress which will be 360 º.
View Point short copia.jpg

October 14, 2005

1st Version of the Demo

Here is the first integration of mobile media, cell, vidoecamera, scaners of real world, telepresence and multiplayers on line videogames by Paul belleza, Mike Brazil & Jorge Mora.
An improved version will come soon...
http://blip.tv/file/2549
Demo.jpg

October 10, 2005

Panorama at Nigth

At Night.jpg

October 4, 2005

Trees & Buildings Series of Stereoscopic Stills...


...a deep relationship

Stereo2SmallSize.jpg

StereoSmallSize.jpg

September 11, 2005

Success!

Name of the Game: Success!

Game Designers: Mike Brazil & Jorge Mora.

The Plot: The object of the game is to become a partner at Milton, Faust and Fink (or at least not get fired) through any means necessary.

Goals: Corporate Ladder is a game of collaborations and betrayals. Through negotiations and backstabbing, each player tries to carve their way up the corporate ladder to become a full partner before his or her coworkers. A player can also attempt to ruin another player’s career by putting them down a rung on the ladder.

Tool or Elements:
- 2 to 4 players
- 2 dice.
- 1 board.

gameboard2 copia.jpg

Rules:
1) For an average-length game, each player begins at Middle Management. For an advanced game that could either be very long or extremely short, begin at the Worker level.
2) At the start of a player’s turn, he has two choices. He can either work on an important project, or sabotage another player.
2.A) Project: If the player (the Project Lead) decides work on a project, he rolls 2d6 and consults the Key to Success! chart. This is the indication on how well he did on his project. The number indicated on the chart is the number of rungs the Lead goes up (did well on his project) or down (did poorly on his project). Example: if the Lead rolls an 8, his project was a reasonable success and he has gone up one rung on the ladder. If the Lead rolls a 6, his project did poorly and he has stepped down a rung on the ladder. If the project was a failure, the Lead can attempt to negotiate with another player (the Collaborator) to take another chance at successfully completing the project. If the Collaborator agrees, the Lead takes another roll. Since the Collaborator has devoted his precious time (gives up his next turn) to help the Lead out, his status at Milton, Faust and Fink changes. Thus, the Collaborator goes up one square on the board. Example: Mike (the Lead) wants to land the Anderson account, which could change the course of his career at Milton, Faust & Fink, but his first attempt at completing the project was a disaster and he dropped 2 rungs on the corporate ladder. Desperate to regain some status with M, F & F, he talks Jorge (the Collaborator) into helping him complete the project. Mike tries again and this time regains 1 rung on the ladder, for a total loss of 1 rung. Since Jorge came in at the nick of time to save Mike’s project, his status with M, F & F goes up 1 rung as well.
2.B) Sabotage: If the player decides that another coworker is too high up in M, F & F, he can spread office rumors and actively attempt to desecrate the coworker’s good name. All of that slander takes time (the saboteur gives up their turn) but results in the target coworker to lose one rung on the ladder. Example: after Jorge helped Mike out he ended up being 2 rungs ahead. Feeling jealous and worrying that Jorge might become a full partner ahead of him, Mike decides to spread office rumors about Jorge’s illegal practices and poor work ethic. While it isn’t enough bad press to make Jorge lose his job, Jorge still ends up being demoted.
A player cannot become partner nor be fired simply by collaborating or being sabotaged. Only a player’s own actions can determine their final fate.

Feedbacks:
-It was fun.
- There were always possibilities.
- It is necessary to increase more possibilities of collaboration in order to create more strategies in contrast with the emotional moments. For instance: you can negotiate with a player two steps below you & you promote it if he would give his turn.
- Increasing the possibilities of cooperation, increasing chances of winning with negotiation & punishing sabotage, then it will be more funny & attractive.
- Create a sabotage key which gives less possibilities of advancing.

August 29, 2005

Save the World!

Title: Save the World! ( An 541 class' assignment)


Game Designers: Scott Gillies, Anthony Ko & Jorge Mora.

The Interactive Collage.jpg
The three players interactive collage resolution.

The goal & the rules:
To save the world conflicts that appears in your cards through the number of images that the dice indicates. The players have to resolve their own card conflict through sharing the same number of images and without telling the others what their conflict is. They can negotiate to change one or some images if they keep the whole number the dice indicated and if everybody agrees. After a reasonable period of time the players show per turns their card conflicts and the creative interpretation & explanation they have build to resolve their conflicts through the collage of images.

The game designers talked about giving points to the players who will wrote and send by e-mail their purposes to a real institution, which would be involved in their related conflict or its solution. Finally, we did not agree to open the game to the level of reality because we though could be more complicate and we could lose the no winner but fun and collaboration game system, although we would increase the replay system.

Creating it.jpg Testing it.jpg

Components and Tools of the Game:
- A group of people.
- A 10 points dice.
- A lot of images cut from different contemporary magazines.
- A table for all the images and a part of the table for the composition part.
- Cards with different world conflicts.
- A list & emails of different world wide institutions & organizations involved in world conflicts.

Playing it2.jpg Feedbacking it.jpg

Feedbacks:
The comments were:
- Who wins?
- …that was interesting that was very open.
- …it is interesting to take the game to a level of reality.