Mobile Quest

06

Mobile Quest is a week-long game design camp where 5th graders created games using smartphones. During Mobile Quest students stepped into the role of game designers: playing, analyzing and creating games for their peers to play. Campers worked with professional game designers to experience first-hand how to turn great ideas into great games using smart phones.

I was a mentor and a game designer for Mobile Quest camp. As mentor, I had the opportunity to work closely with Institute of Play staff.  I was an active participant in the development of the curriculum for the camp and designing the mobile games for the campers to play.

We designed three games as an introduction to the three types of mobile technology we wanted them to explore: GPS, Bluetooth, and QR Codes (sema code).
Each day of the week was focused around a game mechanic and a mobile technology.

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Day 1 - GPS

Campers played Mega Scrabble a mapping game that require part of the team to be on the street sending photos and while the other half stay at headquarters to receive the information and create words. We then critique the game and determine what worked, did not work and did not work. The students then worked on redesign of the game.

Day 2 – QR Codes

Campers play Silent Semacodes. Each team has one smart phone and there is a maze of random QR codes posted on the wall. The teams use their phones to decipher the code and reveal a keyword. The first team to get to the winning keyword wins the game. We then critique the game and discuss other codes and ciphers. Students experiment with creating games based around codes.

Day 3 – Blue Tooth

Campers play Blue Samurai. Each member of a team battles the person opposite them on the opposing team by a Rock-Paper-Scissors match. The team with most winners out of 3 rounds wins. The losing team must send their avatar to the winning team’s phone. We then discuss trading mechanics in games and impact of technology on game play. Using the knowledge they have learned they begin creating their own games for Games Festival.

Day 4 - Found Objects

Campers make games from found objects and continue to work on their ideas for a game for the game festival.

Day 5  – Game Festival

Students finish up their games in the morning and in afternoon present their games and everyone plays other groups games.


Resources:

 

Roles: Mentor, Game Designer | 2009 , 2010


Bottled V.3

 

  

 

Bottledproject's fourth installment is Bottled V.3 in the WATER show at the Atlantic Gallery. Bottled V.3 focuses on the statistic that it takes 3 liters of wastewater to produce just one plastic liter bottle. The waves reference all the water lost to create each plastic bottle.

The average four-person American family drinks 460 liters of bottled water a year. This results in 1380 liters of wastewater being used to produce those 460 bottles of water.

The bottles in the installation are stacked or strung. There is no adhesive during the construction of the installation so that the bottles remain recyclable.

Each plastic bottle was available for purchase of $1 and agreement that you will either recycle or upcycle the bottle.


Resources:

Atlantic Gallery
Opening Reception for WATER Wednesday June 23rd ,  6-8pm
June 23rd – July 23rd 2010
135 West 29th Street  between 6th & 7th Avenues
Suite 601  New York, NY 10001-5104
(212) 219-3183 http://www.atlanticgallery.org
Gallery Hours: Tuesday-Saturday  12noon-6pm


Bottled V.2.5

 

ScrapCycle was created by Dr. Marie Evelyn as a part of Analogous Projects. Dr. Evelyn is one of the co-founders of the Analogous Projects. ScrapCycle is an ongoing project devoted to the creative reuse of refuse, and charges a piece of refuse for reuse as the price of admission.

I was fortunate to be chosen as their 2008 sponsored artist. Since my installation art uses discarded water bottles, the admissions to their performances that year were used plastic water bottles. It is because of ScrapCycle’s support that I have been able turn BottledProject into an ongoing series of installations.

My concept for the REUSE/RECOMBINE exhibition is to represent a waterfall out of the water bottles. The inspiration for this piece came from Michelle Loughlin's Waterfalls.  Her piece was a response to seeing trash in nature. A colleague of mine, Marianne Petit said the piece reminded her of a grade school trip to "nature" where they went see waterfalls and there was big tire.  The combination of these two influences lead me to reevaluate the advertising for bottled water.


 Exhibition Venue:

REUSE/RECOMBINE
Devotion Gallery
Williamsburg, Brooklyn, NY, US


Bottled V.2

The plastic bottle is a symbol of controversy It the first worlds it a status symbol of health and wealth paying 1,000 times more than for tap. In third worlds it is a one of the leading causes of pollution. In 2002, approximately 31% of soda bottles were recycled, while only 11% of water bottles are due to lack of deposit required on water bottles. This is shocking when you consider that bottled water is the second most popular beverage to soda.

I created the first iteration of the sculpture to reference the Hudson river waves.

flickr: Bottled V.1

For Bottled V.2, I had the wonderful  the opportunity to collaborate with Jersey City Museum and the students of Jersey City Schools. We worked together to collect over 2000 bottles to create the bottled V.2 installation. The students decided to create a skyline similar to the downtown district.

flickr: Bottled V.2: Installation

flickr: Bottled V.2: Opening

The sculpture was on display at the Jersey City Museum Satellite Sculpture Center at Mack-Cali building on Christopher Columbus Drive in downtown Jersey City. Bottled V.2 ran from January - August 2010.