Play Make Write Think

“Art requires a certain…cruelty”

I chose to print the mask of a character from the game League of Legends, the virtuoso, Jhin. Ever since this champion came out, he immediately became my favorite champion of all; everything about him was irresistibly attractive to me –the mysterious background, the unseen face hiding behind the emotionless mask, and, the best of all, those eyes in the dark that shine wildness and chaos, actively searching for the next target.

Jhin is a talented musician, as well as a meticulous criminal, who believes murder is art. The title of this side quest is a quote from him that resembles his characteristic as someone who gains pleasure from delivering terror. Like some other villains from thriller movies and novels, Jhin is a perfect combination of charm and lunatic who create works of artistic brutality and terrifying victims. Jhin reminds me of the Jigsaw Killer and V from V for Vendetta because all of them have a mask that represents their identity. Personally, I love how the designer incorporated the idea of ‘mask’ into Jhin because the mask truly brings out the shadowy, dark elements of this champion, builds up Jhin’s identity as a “psychotic serial killer”, which is also why I immediately thought of his mask when doing this assignment.

There was no hardship in finding the sdl file of this 3D model. If there’s one obstacle I have to express, I would say the removal of the support underneath the mask, since the mask is thin and curved, I was worrying the whole time that I might break it. Gladly, it turned out fine. Also I was pleasantly surprised by all the refining details on the model, super cool!

Finally

I have to say printing something with a 3D printer was an exciting experience. The first time I saw one of those was in high school. Some rich and philanthropic alumnus donated ten 3D printers, so our technology class’s (I don’t know if that’s the correct translation) biggest assignment became learning how to design an object and print with a 3D printer. I tried to make an Avengers bracelet, but twice I failed to adjusted my design to sit on a flat surface. I was the one in my 300-student class that failed to print anything out. I certainly impressed my teacher.

But this time the file from Thingiverse worked perfectly, and I got my Cthulhu dice tower! It’s only one-third of its original size, so it lost the function of rolling dice. The 3D printer seemed unhappy with the change, too. Bits of threads got here and there, but so long as the Cthulhu remains identifiable, I feel more than satisfied. I should color it someday, all in green.

Slime 3D

This is a generic slime character from the video game franchise, Dragon Quest. His name is Rocket Slime, and I loved his design from the series. When it came to 3d printing, I was first inspired by bulbous, stackable characters such as Disney’s Tsum Tsums or those stackable stuffed animals. This slime is stackable with other duplicates of it since it has a hole at the bottom. There were drawn parallels to me that if something was small and plastic, it should be a simplistic character which could be holdable. This design easily rests in my palm. I found other slime models and stackable characters on Thingiverse, but none spoke out to me as almost identical. Painting was the most difficult. I did not have any acrylics, but I found out permanent markers went great on any surface including pcl. Also I added eyelids to this character, because I found the muppet-like eyes to be more endearing than the original slime.

3D Printing experience

By Rachel Vellanikaran

There’s really no meaningful reason as to why I choice a pawn to 3D print. It was honestly the first game piece that came to mind when I read the side quest assignment description. I’ve always liked the pawn even if it is technically the weakest piece in most cases. In terms of challenges, I didn’t experience any trouble once the link was provided to look up game pieces. I took it to the Tech lab last Wednesday after I downloaded my .stl file, sent my request in, and the piece was ready within hours. I’ve never done 3D printing before, so this was an interesting experience — and it’s useful to know that we have this type of resource at Emory. 

My Childhood Coming to Life

Growing up, Monopoly was an integral part of my family life. Every Friday night, we would sit around the fire and play Monopoly. Although we never finished the game, Monopoly always yielded an exciting evening. For my 3-d printing challenge, I wanted to print something that meant something to me. I scrolled through the websites Professor Morgen linked to online and came across the top hat game piece from Monopoly. This image struck me since I always played as the top hat in Monopoly. I took this image to the Tech Lab, downloaded it, and ran it through the DremelDigiLab 3D Slicer software to make it into a 3-dimensional object. I adjusted the size by making it slightly bigger than the real game piece because the real piece is so small and I wanted something a little more substantial in size. I then chose if I wanted to make the hat black or white, and I chose black. When I came back to pick up my game piece, the hat was bigger than I expected and white instead of black. I was a bit surprised by these varying details, but I was still content with the final product. Even though my hat does not look exactly like the hat on my monopoly game board, I am excited to have a physical piece of my past to carry with me. 

Fiasco Reflection

Fiasco is a cooperative multiplayer role-playing game that generates During Fiasco, our group weaved complicated narratives and challenged each other’s creativity through unexpected narrative switches. Fiasco’s rules and setup encourages innovation by the players. The limiting dice choices and permutations forces players to navigate through unique relationships that might have not been produced without the imposed restrictions.  In addition, the Tilt creates new and different additions to the narrative that must be incorporated. The game of Fiasco makes each player strive for originality, cooperate with other players, and develop critical thinking skills.  

In our individual game, we played with five players for roughly three hours. We told a pseudo-revenge story with each member wanting to “get even with this town for what it has made you into”. My character’s direct relationships were being drug friends and ex-spouses with my two neighbors. As my drug buddy was also the mayor of the town, I adopted a more radical representation of a drug-user and barely spent a minute sober. Consequentially, other’s needs and wants were prioritized over my own as play commenced. I offered comic relief, advanced other’s narratives, and cooperated for the best of the group. At times, I felt like a secondary character being used to push forward the storyline and solve or create a problem. Consequentially, I found enjoyment in trying to be the creative storyteller; whenever it was my turn, I would try to establish an innovative scene. For example, roughly a quarter way through the game, we had been trying to figure out what to do with a briefcase of money and drugs. During my turn, I asked where the briefcase came from and offered some possibilities: divine intervention, the mafia, and a hidden camera game show.  Though we decided that the mafia would be involved, having the options encouraged discussion about where our plot might go. These types of decisions are inherent in the game of Fiasco.  

Fiasco’s structure is unique due to the combination of freedom and structure. Compared to other board games or role-playing games, a significantly larger portion of interactions are set. For example, in first person games on consoles, interactions are prerecorded, but a player has agency to decide which path to choose. In Fiasco, not only are degrees of freedom infinite, but the scenarios are also being created. The guidelines and rulebook act as a primary way of sparking interest rather than forcing players to follow a path. However, Fiasco still provides many of the same functions as traditional boardgames or role-playing games. Much like creative writing, the processes and decision making is very similar; the difference is how much time is allotted to make a decision. In Fiasco, a player must commit to a path directly after being given a scenario. In contrast, one creating a novel or short story could create unbounded permutations of the same story until it’s satisfactory.  

Personally, Fiasco helped me progress by forcing me to step out of my comfort zone. I’ve always acted and been involved in theatre, but with people whom I am comfortable with. I joined the Fiasco group very late and didn’t anything about the group members besides their names. Fiasco challenged me to learn about myself and others through the decisions we made in certain situations. Not only was it very enjoyable, I learned that being the scapegoat can be entertaining and fulfilling; in addition, I also learned about my peers, developed my problem-solving skills, and worked on communication and collaboration with peers. 

#fiasco

20-Sided Dice from 2nd B.C

https://www.metmuseum.org/art/collection/search/551072

I chose to print this die based on an actual die from Ptolemaic Period–Roman Period, around 2nd century B.C.–4th century A.D. collected in the MET museum. It was said that the simple letters on the die might relate to divination: a Greek oracle book composed in in the 2nd or 3rd century A.D. refers to throwing lots to obtain a number that would, through certain algorithms, lead to ready-prepared oracle questions and responses. I thought this was really interesting: 20-sided die wasn’t invented by Gary Gygax. Google is wrong! (Well, I guess Gygax invented the concept of using it in games, but not the actual object). It would be a good game piece, as it generates tons of randomness and produce a lot more possibilities in games. There wasn’t too much difficulty for me,  but I did spent some good chunk of time scrolling through the websites. I actually enjoyed the “scrolling through website” process, because some of them are really creative and well-designed. Now I just need to color it , not sure how I’ll do it yet. If I have a second chance, I would definitely choose the other material that David used in his post, those ones look a lot more delicate.  

From Computer to Reality

I’ve always wanted to use a 3D printer, and I finally did. I wanted my game piece to smaller, but I wasn’t exactly sure of what I wanted to print. 3D printing is so amazing because it is a process that takes a digital file and literally forms a tangible replica in 3D space. I went onto a site that had many different “things” I could print. I wanted something cute and that somewhat represented me.

Since my family knows that I want to be an engineer, they have always expected me to use a 3D printer (especially when I got access to one in college). With my family in mind, I turned towards things I knew my mom and sister liked. I am toying with the idea of giving it to them as a gift. Finally I found a section on Harry Potter – something my mom, my sister and I love. What was even better about this find, is that one of my mom and I’s favorite animals is an owl.

I brought to life the Harry Potter mail carrying owl.

Seriously, it’s Batman

I am recently into the Lego DC Super-Villains game, playing monthly with my friends on Switch. Therefore, the game piece that I thought about for the 3D printing project is a Lego toy. Although Batman is not the protagonist in Lego DC Super-Villains, he is an imposing figure in the DC universe, and most importantly, it is almost all in black that could save me time to put on color.

However, unexpectedly, the TechLab mistakingly printed my Batman with the white plastic, and I had to color it by myself. It is hard to paint color on the slippery plastic, and there are unapproachable cracks that don’t take color. After my painting, it is even less persuasive that this 3D printed piece is not a naive Japanese childish cartoon figure whose name I could not recall but Batman.

Podcast Reflection

I began the process for making my podcast with the idea of nostalgia in video games. I thought that revisiting games from my childhood would be a good starting point. My main two ideas for games were Runescape and Minecraft, but since my associate producer Michael never played Runescape, we settled on Minecraft as the better option. After a meeting with Professor Morgen, we decided to shift the focus from nostalgia in Minecraft to explaining and analyzing how Minecraft shaped our values and experiences as kids to us as adults in college. We both decided to play the game again for about an hour to reflect on how the experience has changed. Being the executive producer and having played Minecraft more than Michael, I came up with most of the framework and ideas and wrote some scripted parts before we met to record and discuss the game.

Our primary goals of the podcast were to address how Minecraft has affected us as kids, the relationships that were formed around the game, and the affect of playing the game again with these nostalgic memories. We had this framework before we started recording, but we also wanted to unscripted moments and conversations between the two of us. To get through the unscripted portions, we wrote bullet points of different topics we needed to cover as we talked and we went from there. I made a podcast with audacity before in senior year of high school, so fortunately I already had an idea of how it worked. I could cut, stop, and go as we went along going over our primary goals. At certain times we weren’t confident in our unscripted moments, so we recollected our thoughts, thought of new ideas, and tried again. Overall, the recording process went pretty smoothly, as did most of the editing process. I decided to do the editing because I had the most important position and Michael had a lot of work. I found an artist on Free Music Archive that I liked, so I just used his music. The rest of the editing consisted of sound mixing and deleting the “um”s and awkward silences between takes.

By making the podcast I was able to compose a form of English utilizing modes. The first was a scripted introduction, conclusion and description of the game, and the other was transforming that writing and outline into unscripted verbal communication with another person while arguing its beneficial effects to convince an audience. I was also able to summarize and conclude my arguments succinctly in my conclusion. After meeting with Professor Morgen, I revised my main thesis from being analyzing nostalgia to analyzing the effects of Minecraft on myself and Michael from past to present. I utilized the Yeti microphones in the library, reserved a private room to make sure there were no outside noises, and enhanced the podcast with Creative Commons music. Making this podcast improved my skills with verbal communication, technology as a form of media, and revision of work as a way to create a new, strengthened, product.

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