Archive for the ‘Tools & Toys’ Category

Today’s guest post is the first in a series of posts to come and was written by my pal Brian Powers. He has guest-posted for Real Life Artist before, on topics including surnames that are verbs and getting hit by an egg. is also heavily featured in “This is your Brain on Egg Puns”, the post that is the lifeblood of this blog. Today Brian offers insight into his process as a game developer and designer. (FYI: he’s into card games and board games, not so much video games.)


Math, Art and Game Design

A Series by Brian Powers

Part 1: The Game Concept

When Chloë asked if I’d be interested in writing a guest post on Real Life Artist about game design, I FIGURATIVELY jumped at the chance! Although I’m a mathematician by training, a banker by experience, and a teacher by occupation, I consider myself an amateur game designer.

As with many forms of media production, game publishing has become more and more feasible for the individual with a small budget in recent years and we’ve seen a burgeoning burgeon of amateur game designers coming onto the scene. In 2008 there were essentially no options for an affordable small run of a card game (one or two copies), but now websites like Superior POD and the Game Crafter make it not only possible but relatively simple to publish your own game. This does NOT, however, mean you will make money from the game or become famous! Haha! We don’t do this for money! We are artists! We do it for Zeus!

But let’s not get ahead of ourselves—before we publish a game, we have to design it, and before we design it, we need some sort of concept. The concept can come from anywhere—the most boring place is a flash of inspiration, but as Ze Frank nicely explains, we shouldn’t wait for inspiration before we make something. We can look for ideas everywhere.

I’ve had many ideas for games: some I’ve acted upon, and some are on the back burner.

  • Pensacola: A strategy game where players run competing retirement homes and try to make money before their residents “move on”.
  • Crazy Celebrities: A card game where players are celebrities trying to become crazy (like Tom Cruise, Lindsay Lohan or Charlie Sheen) without destroying their careers.
  • Get Sick: A card game where you try to fake diseases to fool your boss into letting you take sick days.
  • Cult Classic: A card game where players compete to found cults and lure the most followers they can.
  • Pathways: An abstract tile-placing game where you build a connected path between points A and B.
  • Element Tower Defense: A novel tower defense computer game I made a number of years ago, to be played in Warcraft III.

And the list goes on.

The game that I want to discuss here is a concept that I’ve been playing with in my head for a while now. I’m not really sure what to call it but we’ll hopefully see it evolve as this series of blog posts develops. The game involves players manipulating the rewards they receive from various actions and then strategically taking these actions. That’s the simplest way I can describe it, but I want to talk a little bit about Game Theory in order to delve further into it.

Game theory is a branch of mathematics with heavy applications to economics, political science, international relations, sociology, biology … any situation that involves one or more individuals or collectives making strategic decisions in order to maximize some sort of positive result for themselves. These situations are abstracted into a ‘game‘ and represented using mathematical tools such as matrices for analysis, and often we can find the ‘solution’ or ideal set of strategies for the game. The name “game theory” is a bit of a misnomer because the theory really isn’t so much focused on the games we play for fun, but that’s the name it’s stuck with.

This may all seem pretty dense, so let me present a classic example (in fact, the inspiration for this latest of my game concepts):

Consider two individuals. Each person has two options: be nice or be mean. If they are both nice then they are rewarded with 3 points each. If they are both mean then they are given 1 point each. If one is nice and the other is mean, then the meany gets 5 and the goody-two-shoes gets nothing (out of whatever deal they make – the meanie takes advantage). We can depict this situation as a matrix, with each box showing the points for player 1 and player 2 as an ordered pair:

Player 2



Player 1 Nice

(3, 3)

(0, 5)


(5, 0)

(1, 1)

This situation has come to be known as the prisoner’s dilemma. It is a dilemma because although you can see that collectively the greatest benefit for the pair is when both are nice to each other, both players have a tasty incentive for meanness. If both players are mean, however, they are stuck with each getting a low reward, a third as much as they would have got if they had been nice in the first place.

The prisoner’s dilemma has been studied and written about A LOT. Although I think it’s completely fascinating—and I can’t recommend enough the book The Evolution of Cooperation by Robert Axelrod—I don’t want to dwell on it. What I’m interested in is how this could be turned into a board game.

The game becomes a lot more interesting if the rewards could be adjusted through repeated plays of the game. As you begin to recognize your opponent’s strategies, perhaps you can re-balance the rewards to favor yourself, or choose actions that will give you the upper hand.

The challenges I’m facing are:

  • make the game fun for 2 or more players,
  • make the game interesting strategically,
  • make the game aesthetically pleasing (in other words: fly!),
  • design it in such a way that it doesn’t rely on extraneous game pieces.

Calling these “challenges” may be too dramatic – they are just steps that need to be taken, and that I haven’t taken yet. I feel good about this game idea, and I’m eager to see it through. Hopefully the process will be interesting enough for you to want to read about.

So we have a concept. The next step is to figure out the game mechanics! What are game mechanics? Obviously they are little grease monkeys who play checkers all day. (If you have an infinite number of grease monkeys with an infinite number of checkers boards, would they design Monopoly? Maybe they need an infinite number of typewriters too.)

In our next installment we’ll get all into game mechanics and some of the nuts and bolts of game play design!

(You can go on to Part 2: The Game Mechanics now if you like!)


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My BFF, Samuel Benoit, is a hilarious person. He can play the straight man or the goofball, he can pull off both slapstick and stand-up, he is versatile and yet uniquely esoteric, and he has sharp eyes and a sharp wit.

Case in point: he gave a speech at my wedding in which he (a) began with a fake history lesson about the city we were in (it’s a running joke between us that he hates every city I’ve ever lived in, simply because it wasn’t the same city he lived in at the time), (b) claimed that he has been sworn to protect me from uninteresting people, such as my family and friends, (c) threatened them—many by name—in the name of claiming my valuable time, and (d) finally admitted that ‘since he couldn’t ward off Robin [my husband], he is now bound to protect him as well’. I was in stitches, as was everyone at my wedding (and I desperately hope that there is video footage of this speech somewhere in the possession of at least one of our guests).

What’s more, Samuel writes a great blog. He’s an excellent photographer and a decent videographer, and his writing style is charming and thought-provoking.

Yet his Internet presence is somewhat lacking. In particular, his Twitter feed leaves something—nay, very much—to be desired. That is why Stephanie and I have begun this campaign. Read on, and help us help Samuel be as funny on his social networks as he is in “real” life.

First, consider this pie chart.

As you can see, the vast majority of Samuel’s Twitter content is automatically generated. Note that the sample size is fairly small; Samuel has only tweeted 42 times—and yet he apparently follows more than 150 other Twitter users. That, in addition to the fact that he hasn’t written a bio for his profile, sure says “bot” to me. Observe:

This post is dedicated to those 46 other people who also want Samuel’s Twitter feed to be full of quips and insights.

Here is some of my further research on the topic. Click (and zoom, if you wish) to see it in all its glorious detail.

He is evidently an interesting person and an active participant on many social networks. What we’re complaining about is the Twitter. Thus, we offer a few thoughts:

How To Be Better at Twitter

Twitter for Creativity

Kate Beaton, girl-genius behind the Hark! A Vagrant web comic, tweets as @beatonna. Stephanie and I mined her Twitter feed recently because we wanted to share, for Samuel and for everyone, an example of using Twitter for creative and humourous ends. Plus, the world should know about King Baby. It began as a funny observation, became a drawing, then spawned reactions from many Twitter users, and thus established itself as a meme (however minor). Observe:

We know that you, Samuel Benoit, are capable of meme creation of such proportions, and we want to take part. You hardly even have to do anything. Just say a funny thing once in a while. That’s it. That’s all I want. (And then you poke me back…)

Twitter for Learning

Stephanie saved a few favourite tweets from a conversation about libraries to illustrate that tweets can serve as useful exchanges of information. For the sake of our point, please forgive the colourful language.

And here’s an example of how The Economist uses Twitter to provoke discussion and learning.

Finally, The Challenge

So, Samuel Benoit, here is our official challenge: tweet real, and tweet funny. Please!

Everyone else: if you agree that Samuel could be much more fun on Twitter, comment on this post. Then peace out.

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We’ve been drooling over tablets in a couple of posts (Bamboo Fun and iPad), and I can’t resist re-posting Stephanie’s cute drawing. She says:

I love my Kindle, and was going to write a post about it, but that post was boring. All that needs to be said is this.

So the hearts were bigger in real life, then? (haw haw)

MS Paint 4-eva!

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Today’s guest post comes from the formidable biochemist and arts appreciator, Tahereh Haji. This is the closest thing we’ve had to a review on this blog (though tablets have come up before), and it sure meets its goal: making me want to play with a new toy.


OK, I normally don’t get this excited about new toys, but this review just had to be done. After a good year of hounding from my younger brother about posting my comics online, I succumbed (or found some guts somewhere in the back of my closet).  His idea was that I could just scan my sketches and put them up… but I’m a little bit too type-A to be able to handle the weird color, graininess, or sheer size my sketches would have to be to make good scans. Sigh.

So I did a bit of searching (at Future Shop—side note: their guys don’t know anything about artsy stuff.  Not that I’d expect them to but, I mean, at least basic knowledge would be appreciated, or a simple “Sorry, I don’t know” would do… ugh). After a few trips and some reading online, I discovered that the Bamboo Fun was my jouet de choix (yes, I made that phrase up).

I was skeptical of the purchase.  Thoughts went through my mind: “can I really afford this?” “is wacom so wacky that they add ‘fun’ to their model names?” “can you really handle scanning every comic?”  and so on.  Then I realized: “wow, they have a return policy?!”  And I knew I had to try it out.
OK, it took me a few hours to get it to install properly, and I’m pretty sure my computer is now out of memory because of my “arts” (*ahem* photos… *choke* so many weddings), but now that this little bad boy is up and running… well, look what I can do!
Just sayin’.
Now, all my science-related comics can easily go up on my blog and annoy—I mean, amuse—the whole INTERNET.  Muahahahaahahahah!
And, no, I can’t really quit my day job.  Where would my new material come from?
You can read Tahereh’s comics on her blog, Diary of a Biochemist.

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This knob allows you to see everything on the other side of the door in the glass ball, so you know what you’re getting yourself into when you choose to enter….

It is designed by an architect who has this awesome site for his firm:



Posted by Mary




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