Sunday, April 24, 2011

What I've been working on Part 7

So for this weekend I was the combiner!  I had to combine what everyone did on Thursday into one big project.  This included putting Ryan's texture changing, Morgan's music changing, and putting in some models we got from Christian.  I also had to make prefabs of all the models, including putting collision boxes on the ones that needed it, put the shadow underneath the mushroom and umbrella, and make so the shadow works for the mushroom.  I then had to redo my tutorial level from before because it didn't upload.  However, this one is better and I hope Morgan can finish it off well.

Wednesday, April 20, 2011

What I've been working on Part 6

So today for the project I made a tutorial level.  It will just show the basics of what Alby can do.
The beginning part just shows the movements Alby can do such as moving on the z-axis and jumping:

The next part is just a mad dash to the next block in order to introduce the meter and the sun damage.  We need to create arrow signs the player will keep going. 


Next we just have the sunscreen so we can explain what that is.

The next component is the umbrella check point.  We need to bake a shadow underneath this so they know they are safe. I changed it so you get all of your health back. Where's the texture for the umbrella?


The next few parts just show the basic aspects of the level such as:




2) moving platforms (staying underneath of the shadow)
3) sticking to the bottom of a platform while its moving. For some reason he won't move with the platform when he's stuck to it anymore. 

Finally, we have the climbing of green blocks and getting the ice-cream!  Need to fix the prefab for ice-cream.  I didn't know where the code was for it so I left it for now.







Now that I play this tutorial I think I might need to change some things around so you don't have to go as far back if you die.  Like introducing the glass blocks while introducing the sun.  Speed up the platforms, but I'm going to see what my cohorts say.

Thursday, April 7, 2011

What I've been working on Part 5

This week there was a lot of little things that I worked on to get the basic functions down.  The first thing I did was to get the particle effects appear when the sunscreen is picked up. I made it so the particles just lasted for as long as Alby is invincible.  I also made it so the sunscreen disappears when you touch it, but reappears when you leave it.  Here's some pictures:


In the above pictures you can see I also put in Tom's new thermometer.

I also put particles on the ice-cream:

Wednesday, March 30, 2011

Level Refined

Ah! It's been an exhausting night! I've been working since 4:00 this afternoon (it's 12:17 right now).  What I've been working on is the level mechanics and making it better.  The first thing I changed was to make the platforms that move at the beginning of the level faster.  Then I made the stairs up to the monkey bars further apart.  I then refined the triggers for the slides, extended the slides, and made it so all the slides work.  I also made a new "special shadow" which will give back 50% of your health. When Rielly got his cool jumping mechanics in I made that the final obstacle of my level.  You have to climb up two walls using the stickiness, in the amount of time before your sunscreen runs out.  I also put in a temporary ending ice-cream (hopefully Morgan has finished that part.  Finally, I made the terrain all pretty and put in three different kinds grass and changed some textures.

Sunday, March 27, 2011

My first level

Over the break I have also been working on a level.  My level was influenced by a playground.  I found it really helpful to get ideas from pictures of playgrounds online.  Here is what I came up with.

The first part of the level was influenced by a part of this photo:

The part I used was the red part in the front that the kids climb up to get to the top.  It has those ridges that help the kids climb up.  This was my interpretation of it in the game:
So in the above picture the player has to follow along under the shadow but avoid the obstacles.  This is a very loose interpretation, but I thought it was fun.  There is also another way to do this part and that is just jump on top of the block and just make sure you stay on.  One thing that I found will need to be fixed is sometimes Alby gets stuck on the little obstacles.  If he runs into it he sticks there.


The next part of the level involved what everyone thinks of with a playground- Monkey Bars!  Here's how it works:

#1 The first part of this was get the sunscreen at the bottom of the stairs (which as already been picked up).   Then be able to climb up the stairs as fast as you can before the sunscreen runs out.
#2 Jump from monkey bar to monkey bar.  The player wants to do this because this is where the shadows are.  It's ok if they miss, but it could cause sun exposure.
The problem I had with this is jumping.  If you hit a wall first and then try to jump you don't jump. 

The last part of the level was influenced by this picture:

The thing that influenced me was the tube slides in the middle.  I thought this would be really fun to have in the game.  Here's how I put it in:
This picture shows the top of the slides.  The player must choose
the correct slide.  If they pick the right one they come out the other
end in a shadow, otherwise they come out in the sun.

Here is Alby at the end of the slide


I'm having a problem with a few things on this:
1) I don't know if I should have it pan across the slides as Alby goes down them.  This will require some clever work with triggers, but I think I can do it.
2) I'm having a problem right now that when Alby gets to the bottom of the slide he can't move.  I think it's a problem with the levels of depth.  I need to talk to Ryan about this on Tuesday.
3) It would be nice if we could make the levels wider.

*Please remember this is a rough draft (this is not the final slide or models)





Saturday, March 26, 2011

What I've been working on. Spring Break edition

So over Spring Break I've been working on a few things:

1) We had a problem with the shadows reading that the player was in the sun if they thrashed beneath the shadow.  The problem was there because multiple shadows were overlapping.  Therefore, Alby would know he was in a shadow, but then he'd get the trigger that he just exited one (because another shadow had just passed by) so he would get a little bit of damage before he got the message that he was still in a shadow.  To fix this I put a shadow counter on Alby.  Every time he entered a shadow the counter would be incremented, and every time he exited a shadow the counter would be decremented.  The only time he starts taking damage again is if the counter is 0 (i.e. he's out of all shadows).

2) The next thing I worked on was something that Jordan discovered while making a level.  The sunscreen on the level can be picked up multiple times.  There are a few ways that we can fix this: a) not have the sunscreen disappear after you get it.  This means that you can get it as many times as you want, but you still have the same amount of time (it doesn't stack up) to get to the end of the level.  b) be able to pick up the sunscreen and have it disappear, but then we need to make sure that they reappear when the player dies.  I need to talk to my teammates to see what they think, but I made sure that both ideas can be done.

3) I talked a bit with Jordan about the level he made.  Apparently he was having troubles with the shadows.  I'm pretty sure I know why it's happening.  However, I was unable to look at it because it wasn't working on my computer.  So I will work on that when we get back from the break.

Thursday, March 10, 2011

Andy's Lecture on level desgin

List functions and assets for the game in spreadsheet
- can start thinking about time for each thing and see if in scope

Level Design
1) consider level from user perspective
    - user doesn't recognize the level design when it's good
    - know what the user will experience, as early as possible
2) Don't under-utilize game mechanics
3) Tell a story if you want to
    - may not be narrative
    - place a seed in the users mind
4) Don't get too attached to your work
5) Keep in mind when to collaborate with other disciplines
6) Size matters
    - know when the content is enough
    - too small might not be utilizing all mechanics

Process in general:

one pager (game in general and level)
   - don't realize all the components of a game until you put it down on paper
   - sells ideas to others

level sketching
   - not good art
   - express function
   - work out problems graphically
   - failing cheap
   - explore

1) sketch
2) photoshop phase (put in grid)
    - break large maps into sections (zooming in and getting more detail)
    - bring back in sketch
    - communicate with others with sketch
3) white box and core mechanics
4) play the crap out of it
    - layout intriguing
    - make sense/ in context
    - is it fun?
    - metrics down
5) implement
    - things will change (mechanics, art, etc.), designer still involved

Monday, March 7, 2011

What I've been working on Part 4

So the first thing I worked on this sprint was to make a death box.  The death box is a collider under the world so if the player falls off the world they respawn back on the world.  I think eventually we will need to change it so the players can't fall off the world.
The next thing I worked on is to make it so our platform/shadow prefab were parented (so they were always together).  This was really easy, but it will have to change a little bit if we have elevator platforms.  The last thing I worked on took the longest amount of time and that was making it so you didn't have to always match up the shadow and the platform even if you raise or lower the platform.  I did this by casting a ray from the platform until it hits the ground and then putting the shadow that distance away from the platform.  It was hard to figure out how to just check if it hits the ground.  We will need to make a prefab of the ground and put it on layer 8 (named Ground).


Pictures:
original platforms

after moving just the platforms up

Sunday, February 27, 2011

What I've been working on.

So the last few days I've been working on making the player respawn.  I first have the player spawn in a certain place when the game starts.  This made it so it's easier to see where the player will start and it's easy to move that around.  Then I also made it so if the player hits a checkpoint that's where they will spawn if they die.  There are a few bugs I need to work out, but I need to talk about it with Rielly.  I have to ask him:

1) Should we have the health go down so fast?
2) What should I reset when the player dies?

I would include cool pictures, but there is nothing really interesting to show. Sad day :(

Tuesday, February 22, 2011

First Playable

First Playable

  • working strongly towards visual target
  • core functionality
  • 1 environment
  • u1 (front end and HUD is simple working form)
  • Characters (placeholders)

Monday, February 21, 2011

What I've been working on.

This weekend I have mostly been working on getting the shadows working.  I now have the basic prefab done for a platform and shadow.  The shadow has a BoxCollider which acts as the trigger.  I had to make it so the trigger gets bigger and smaller if the platform is moving up and down (which was a little tricky).  I also have it ready so I can have the player get damage in the sun, but not under the platforms.  I have to see what Reilly did before a fully implement it (which I will see tomorrow).  I also have some questions for tomorrow that I want to write down before I forget.  These questions are mostly to see if we want to make the shadows more "dynamic":

1) Move shadow according to sun?
2) Does the solid shadow look ok?  I couldn't make a gradient one that looked good
3) Can we detect how far away from the ground the platform is?

Pictures!
Shadows!
Trigger changing!

Wednesday, February 16, 2011

Skin Cancer Research

Skin cancer facts-

Causes:
  • Use of tanning booths
  • Exposure to unusually high levels of x-rays
  • contact with arsenic(miners, sheep shearers, and farmers), hydrocarbons in tar, oils, and soot (may cause squamous cell carcinoma)

The following people are at the greatest risk:
  • People with fair skin, especially types that freckle, sunburn easily, or become painful in the sun
  • People with light (blond or red) hair and blue or green eyes
  • Those with certain genetic disorders that deplete skin pigment such as albinism, xeroderma pigmentosum
  • People who have already been treated for skin cancer
  • People with numberous moles, unusual moles, or large moles that were present at birth
  • People with close family members who have developed skin cancer
  • People who had at least one sever sunburn early in life

Prevention:

  • Limit sun exposure. Attempt to avoid the sun's intense rays between 10 a.m. and 2 p.m.
  • Apply sunscreen frequently. Use a sunscreen with sun protection factor (SPF) of at least 15 both before and during sun exposure. Select products that block both UVA and UVB light. The label will tell you.
  • If you are likely to sunburn, wear long sleeves and a wide-brimmed hat
  • Avoid artificial tanning booths.
  • Conduct periodic skin self-examinations. (Monthly self-examination improves your chances of finding a skin cancer early, when it has done a minimum of damage to your skin and can be treated easily. Regular self-exam helps you recognize any new or changing features. )
  • Use sunscreen with sun protective factor (SPF) 15 or higher, and both UVA and UVBprotection.
  • Wear clothing to protect exposed skin.
  • Wear a hat with a wide brim to shade the face, head, ears, and neck.
  • Wear sunglasses that wrap around and block as close to 100% of both UVA and UVB rays as possible.
  • Seek shade, especially during midday hours.
A lot of the stuff I found about aloe vera or other things that can prevent skin cancer after being burned said that it helps but isn't 100% guaranteed. Therefore, I don't know if we want it in our game. I think the game should focus more on prevention of sunburn, because that seemed to be the dominate message.

This is an interesting website about aloe vera being a cure for cancer:

Tuesday, February 15, 2011

Things in class from February 15th

Puzzle aspects:
Items that you can use:

  • blocks
  • buildings
  • trees 
  • umbrellas
  • glass 
  • underground
  • sunscreen
  • glass boxes are focused underneath
  • sun fixed in different directions each level
  • Indiana Jones- spell out something
  • clouds (white-> reduced, gray ->blocks)
Overall goal of game?
  • Trying to get to the "Unemployment office"
  • Trying to get to the store to get a Popsicle
  • Everyday life that is crazy
Themes for levels
  • Chase sequence - cloud covers up the sun
  • resident
  • university (school)
  • industry
  • downtown
Keep track of risk level with white -> red
Blob guy
  • scrunch up with higher jump
  • double jump

!!!!REMEMBER TO ZIP AND PUT YOUR STUFF INTO DROP BOX!!!!!!!!!!
Assignments for next Tuesday
Ryan- set up track system
Tom- more concept art of main character and blocks
Morgan- puzzles, research skin cancer (causes and cures)
Pace- physics
Sarah- work on built-in shadows (blocks), research skin cancer (causes and cures)
Spenser- more concept art of main character and blocks
Rielly- create base project, organize Dropbox stuff, lens flare

Art- Turbosquid

Monday, February 14, 2011

What I've been working on.

I've done a little bit of white-boxing.  I took the tutorial they had on line and played around with the camera angles.  I didn't settle on one type of camera angle because I wanted input from my group.  Also, I found out that Unity won't do real-time shadows unless you have Unity Pro.  That might be something we have to overcome.  Ryan has been working on camera perspectives as well.




Monday, February 7, 2011

More design stuff for Alby's game

Inspirational Graphics-

I'm not sure how the graphics of the game will be, but from the description this is what I imagined.

Obviously the first thing I thought of was a 2D side-scroller:

I also like these graphics because they are bold and a little more kidish (that is if we decide in the kid direction).  It would be cool if we could have that detailed of background.

The next thing I thought of is if the game is not 2D then it will be a sort of 3D side-scroller like this:

Ours will definitely not be as detailed, but have the effect that its 3D even though you are in a single left to right point of view.

Questions in general and about core mechanics:
1) Is it going to be 3D or 2.5D?
2) Are we going to have baked-in shadows or generated shadows?
3) Will the ray-casting or whatever its called work?
4) What is the age group?

Sunday, February 6, 2011

Info. for Mountain Dew racing game

While I was researching code for the skin cancer game I found this script:
http://www.unifycommunity.com/wiki/index.php?title=SmoothFollowWithCameraBumper

I think this will be perfect for following the car.  I haven't tried it, but I will try soon or have Russell look at it.

I found some graphics from Mario Kart that I love.  The reason I am so interested in this game is because I imaged it somewhat like Mario Kart.  I love the 3D-like view with the camera behind.



Info. for Skin Cancer game

To get ready for Tuesday I wanted to come up with some ideas for the game as there wasn't much set in stone.  I tried to find simple things that people use to get their message across about skin cancer.  I found this web-site with informational little games on it.  Most of the games were just word games, but this game gave me an idea:
http://coolshade.tamu.edu/games2/toast.htm

In the game we could have different hats that people think will protect them against the sun.  They have to choose one and if they choose one that is not quite as good they are more likely to get skin cancer (but not as bad without a hat).

http://www.nursingcenter.com/library/JournalArticle.asp?Article_ID=1074082

This game I also thought was interesting.  This seems to have some research behind the game.  I'm not saying we should copy the game.  But in it there was some observations that after playing the game players picked on a More Info. button.

Here is a simple video I found about skin cancer whose idea we might want to incorporate:

Later I am going to look at the raycasting (I think that's what its called) that Russell talked about in class.

Thursday, February 3, 2011

Notes for 2/3/11

Homework

1) Get a folder-full of inspirational graphic reference
2) Create a backlog of questions about the game
3) Think of what the core mechanics that will be needed in the game
4) Who is your target audience?

Games chosen:
1) Mountain Dew
2) Skin cancer
3) Object Oriented

Schedule:
2 weeks -> Design
2 weeks -> Pre-Production
9 weeks -> Production
   - 6 weeks-> Full Production
   - 3 weeks -> Tweaking

Wednesday, January 26, 2011

Initial Research

Here are the ideas that we talked about in my group last class, but I didn't write here:

  • It was suggested to make it more fun would be to have when people don't believe you they "attack" you and you can't go back to the area where they were for awhile or else they will attack you again and your respect will go down.
  • Another suggestion some how got to being a sniper that killed political opponents rather than slander them, but that was quickly seen as too harsh after recent events.
  • We talked a bit about the madlib thing.  We are not sure if it will help get the message across or not.

Alright here is my initial research of my subject (political slander).  I am trying to focus this initial research on the actual topic and not games like it.  Any good research should start off with comics and cartoons I say so here are a few:

These comics were fun to look up.  I like the political jabs in them.  I would like my game to incorporate these, but I still want the player to be able to come up with their own words in these.  I was thinking maybe I could use some of these as mad libs and take out some of the words and those would be the ones that the user fills in.  I wish there was some way to incorporate the last comic in the game, but its more a visual then what its actually saying and you need two people talking.  Also, I'm not sure about having the real political issues in the slander.  There was a good amount of the comics that I had no idea what they were talking about, and I don't want my game turning out like that.

While doing my research I came upon this article:
I thought it was interesting because it is almost exactly what my game's agenda.  There are real life people out there doing what the player will be doing in my game and going around slandering the opponent to hide their own secrets.  Even at the local level!  People need to what the person in this article did and find out more about it.  Although the slander turned out to be true, the source was downgraded because of his history.

Tuesday, January 25, 2011

January 25, 2011 Notes

Research
·         Games that will work for you particular agenda (good match), something that is doable
o   Don’t be afraid to look retro
o   Notes on blog
·         PowerPoint on game
o   5 minutes
·         Reasonable authority on agenda
Video
·         Don’t be afraid of wild ideas
·         Started large groups then split to smaller
·         No person has no the perfect idea
o   Getting ideas off of wild ideas (other people)
·         People who think outside the box
·         Being able to sketch up something quickly on paper
o   Vote
·         Does not matter what you design
·         Hold back criticism
·         Build on ideas of others
·         Enlightened trial and error
·         Fail error and often
·         If you don’t work under time constraints, you would never get anything done
·         Social Science- what people want, what people like

d

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Saturday, January 22, 2011

Game play

This post is about the basic game play of my game.  I have some really bad pictures to go along with it and I hope it helps. (Click on the picture to get a better view)
initial first-person POV
This first picture is of the view the person would see when they first start up the game.  It is just a street-view where there a people just milling about. This environment will hopefully be 3D in the actual game.  At the bottom of the screen is the secret meter and at the top of the screen is the respect meter.  Above each person is a talk button.  The player needs to walk up to one of the people and click the talk button to interact with the person (as the picture below shows).

View after player walks up to person and clicks talk button
Once the player clicks a person the following text box shows up:

Initial interaction with 
This player needs to click on one of these buttons to do the action it says.  If the player chooses slander opponent they will receive this prompt:

Enter madlib
This prompt allows the player to enter an adjective and plural noun (this could be different depending on the insult).

ALTERNATIVE:
alternative madlib
The above picture is an alternative to typing in the madlib. The player must choose one word from each group.  The words are ordered from "less risk" to "risky".  The less risky answers are more believable (the person is more likely to believe the player) while, obviously, the more risky are less believable (but will get your secret meter down more). 

Once the player selects their answer the player "says" it to the person:
saying the insult
If I use the first method of entering the madlib whether the person believes the player or not is random.  If I use the second way it will be based on the risk of the answer and some randomness.

Thursday, January 20, 2011

Initial Pitches 1-20-11

(Sorry if you're pitch is not up here, some of them I listened more than type)

Jknappfilm3720
Mountain Dew
-          Mario Kart
-          Different flavors- cars and powers different based on flavor
-          Power ups- random flavor
-          With or without characters
Aliceowens3720
Angry Mac’s
-          Based off of Angry Birds
-          Could go through Mac’s different products
Mojofilm3720
-          Kiva.org
-          Sim
-          Help the people manage the money they get
-          Age of empires- multiple things going on
Nicolashamberlin-film3720
-          Newly graduate student, Glenn Beck gets you
-          Manipulate and distort what is coming out of the news (good for Republicans)
-          Enlighten people
-          Demographic
particlefury
rb3720
-          Escape games (clues, solve puzzles (combinations))
-          Puzzles seem simple with twist (find out what’s different)
-          Escape phone booth (addictinggames)
-          Agenda: think outside the box, don’t take things at face value
Raleighries
RyanBehshad
-          Ice hockey (young-adult ice-hockey leagues)
-          Start out as new player, meet people, make team, join league
-          Owner of team- money, practice, coach
-          Goal: reach professional league
-          Actually play hockey while leading
Bateman3720
-          Critical thinking and rational decision making
-          Mystery element: told a certain character committed a certain crime
-          Go through game, get clues that point away from this person
-          Find out what clues you missed
-          Variety of tools: based on science or pseudoscience
-          Show how some things are more effective than other things
Ikethedestroyer
-          Based on myth or misconception
-          Sandbox
-          Not everything is a myth or misconception
-          Once you click on something box comes up with proof
Theartingstarvist
-          Reading/ science with imagination
Tomclarkfilm3720
-          Whale wars
Mimnaugh3720
-          Sharks (Japanese killing sharks)
-          Like whale wars
-     Miami Shark

Gamedevpace
-          Build houses
-          Math
-          Skills in teaching
Film3720lanemeyer
-          Ethical/non-ethical business practices
-          Time-based/resource management
-          Compare wealth
-          Grow personal wealth

Wednesday, January 19, 2011

Homework for Jan 20

When I first thought of my interests I really wanted to do a game about Cafe Zupas.  I love their food and I thought it would be fun to make a game for them.  However, during the discussion in class I realized something else that I am really interested/ passionate about (and, I believe, could make a very good game).  This topic is politics with secret agendas/ dirty personal secrets.  I have to admit that I have tried my hand at politics, somewhat.  I am the Democratic Chair of my precinct in my home town.  Although I don't do much now with the position I did get a chance to go to the 2008 Utah Democratic State Convention.  Even though it was absolutely fun there, it seemed like a lot of the candidates I met were insincere or hiding something.  Even now whenever I turn on the news, which sadly isn't that often, there is always a story about politicians taking bribes, committing adultery, and other crazy or unlawful things.  There are so many of these issues you can easily look them up: http://en.wikipedia.org/wiki/List_of_federal_political_scandals_in_the_United_States.  It makes me sad that our government is not absolutely honest or at least as honest as they can be.  These scandals and deeds seem to have been going on forever, and it seems no government in the world can control it.  Although I believe this trend will never stop I do believe people should be aware of whats going on to control the flow of scandal.

I would like to make a game that makes people aware of these scandals, realize that politicians will do anything to hide them (including slandering any opponents), and realize that some of the things that politicians claim are true are based on little or no facts.  To get my agenda across I really want it to be in the gameplay, and not have fact blurbs throughout the game. 

There are many things I would like to do with this game.  The basic idea would be that the player would be a politician with a dirty secret or agenda (with first-person point of view).  There will be a meter at the bottom of the screen that keeps track of how much the player's secret is getting out (the longer the meter the more the secret is getting out).  The job of the player is to go to people along the street and slander their opponent.  If the person on the street "believes" the slander of the opponent the player's secret meter goes down.  HOWEVER, if the person doesn't believe them or the player slanders their opponent too much the respect meter (another meter that measures how much respect people and other politicians have for the player) goes down also.  The player get more respect by saying something nice (or somewhat nice) about their opponent or something good they are going to do for the community.  If the secret meter gets too high or the respect meter gets too low then the player loses.  The player wins if they are able to balance everything out until "election day" where they win their election.

Some other things that I think would be fun for this game:
  • Different levels (secret meter goes up faster, harder to find/convince people, harder to get respect, etc.)
    • Levels will be:
      • Mayer (Easiest)
      • Governor (Medium)
      • President (Hard)
  • Have a MadLib aspect to the game
    • This could help with promoting the agenda because the player can see that most of these slanders are just made up and based on nothing.
    • Input the name of your opponent
    • use Madlibs to:
      • make up your own secret
      • come up with what slanders you are going to tell people
  • Have the ability to do more than leg work to get your ideas around
    • As time goes on you get more money because of people working on your campaign OR you can ask for money from people you talk to on the street
      • With this money you can buy signs, commercials, billboards, etc.

Tuesday, January 18, 2011

Notes for January 18, 2011

Interests and Ideas
John:
Computer Hardware
Cooking
School
Wilson:
1)      Education for kids in science and math
a.       Undereducated
b.      Under challenged (more potential)
c.       Fun math and science can educate and encourage critical thinking
d.      Fun but don’t realize that it’s teaching you something
e.      Ex:  Zork

2)      Gay rights
a.       People are under-/mis-educated about gay people
b.      Discrimination (not really seen as discrimination)
c.       Game could show how hard being a lesbian couple would be
d.      Racial mix
e.      Human rights

3)      Skepticism/ atheism
a.       Rational thinking
b.      Psychological bias’
c.       Science/Logical
d.      Conspiracy theories
Tom:
1)      Child Obesity
a.       Genetic s vs. parenting
b.      Tips on eating schedule
c.       How to deal with emotions
d.      Beating in
e.      Goal (get ready for the prom)
f.        Sims-ish
Russell:
1)      Over Marketing
a.       YouTube, Pandora, Hulu
b.      Products
c.       Blatant product placement
d.      Political signs
e.      Advertisement war (AT&T vs. Verizon, Mac vs. PC)

2)      Journalism
a.       Fear-mongering
b.      Editorialist vs. Journalism
c.       Sensationalism
d.      Scare Tatics
e.      Blurred line between facts & opinions
Jeff:
1)      Mountain Dew
a.       Promote how good it is
2)      Road Rage
Sex education
Kiva
Tom’s Shoes
Language learning- role-playing game (spy game)
Homework
1)      Take an existing mobile-type game and write how you would make it into an alternative genre game
a.       Strong agenda
2)      Take something you feel strongly about.  Try to come up with a game that represents that agenda. (support your opinion.  Why would this game work?)