Tiffany ManuelinGame Design FundamentalsCritical Play: Dots & Cat CondoI chose to play Dots and Cat Condo, two “match three” games.May 28, 2020May 28, 2020
Tiffany ManuelinGame Design FundamentalsSketchnote: How I Got My Mom to Play Through Plants vs. ZombiesThe sketchnote below was created as a response to George Fan’s “How I Got My Mom to Play Through Plants vs. Zombies” talk from the 2012…May 25, 20201May 25, 20201
Tiffany ManuelinGame Design FundamentalsCritical Play: FezFor this critical play, I chose to explore Fez, a 2D puzzle-platform game that is set in a 3D world. Playing as the character Gomez, the…May 19, 2020May 19, 2020
Tiffany ManuelinGame Design FundamentalsSketchnote: What is a Puzzle? & Mindmap: Designing the PuzzleThe sketchnote below was created as a response to “What is a Puzzle?” by Scott Kim and the mindmap below was created for “Designing the…May 16, 2020May 16, 2020
Tiffany ManuelinGame Design FundamentalsCritical Play: Life is StrangeI chose to play Life is Strange for this critical play. In this game, the player plays as Max Caulfield, a high school girl that discovers…May 13, 2020May 13, 2020
Tiffany ManuelinGame Design FundamentalsSketchnote: Game ArchitectureThe sketchnote below was created as a response to “Designer’s Notebook: The Role of Architecture in Videogames” by Ernest Adams.May 13, 2020May 13, 2020
Tiffany ManuelinGame Design FundamentalsP2 Concept DocTeam: Alyssa Romanos, Darrith Phan, Michelle Wan, Gabe Saldivar, PhilipRonnie Quiambao, and Tiffany ManuelMay 9, 2020May 9, 2020
Tiffany ManuelinGame Design FundamentalsP2 Playtesting ChecklistPlaytesting checklist for the first iteration of our P2 game for CS 247G.May 8, 2020May 8, 2020
Tiffany ManuelinGame Design FundamentalsCritical Play: The Stanley ParableFor this critical play of a walking simulator, I chose to review The Stanley Parable. This game is about a man named Stanley, whose job is…May 7, 2020May 7, 2020
Tiffany ManuelinGame Design FundamentalsSketchnote: Escape Rooms and VRThe sketchnote below was created as a response to Laura Hall’s “Lessons from Escape Rooms: Designing for the Real World and VR” talk.May 7, 2020May 7, 2020