Showing posts with label thought processes. Show all posts
Showing posts with label thought processes. Show all posts

Tuesday, May 29, 2018

GDS3 Reflections: Jeremy Geist, Round 4 - A Tale of Lofty Ambition And Reasonable Execution


The art challenge from GDS1 is my favorite of the challenges, so I was jazzed when my opened up my e-mail and there was a message saying “Twelve Arts for Design Challenge #4”. I opened it up, looked at the challenges, accepted that my submission for Challenge 3 was my worst performance so far, and got to work to redeem myself.

GDS3 Reflections: Ari Nieh, Challenge #4

When I saw that this week's challenge was an art challenge, I felt rather sheepish. We've been running Weekend Art Challenges here for many years, but I rarely participate in them. My thinking was: "Is is actually useful to practice designing for a given piece of artwork? Sure, they did it one time during the first Great Designer Search, but let's be realistic- it's a niche skill that I'll never need."

So. Yeah.

Friday, May 25, 2018

GDS3 Reflections: Scott Wilson, Challenge 3

Closing our week on Challenge #3, Scott Wilson brings us the tale of how Ancestry came to be. Click through to read about it, and check out his GDS page for the judge feedback on his submission for this challenge.

Thursday, May 24, 2018

GDS3 Reflections: Jay Treat, Challenge 3, Mechanic

Greetings, acolyte. You wanted to know how to defeat all those who oppose you? You must shed all reluctance to spill blood. Mercy and hesitation are unknown to a true warrior. They who would be victorious have already accepted that their own blood will run with their enemies, but know that the fluid of life will continue to flow through their veins as long as they stand last.

Bloodspill is a very {B}{R}{G} mechanic that rewards you for causing players to lose life, and sometimes you've got to be willing to cost yourself some life to get your engine running. It's pretty spikey, definitely not for everyone, and incredibly fun.

GDS3 Reflections: Ryan Siegel-Stechler, Challenge 3: Mechanical Engineering

Ryan is back today to discuss the mechanics he came up with for the Third Design Challenge. Click on through to read how he approached this challenge. The judge comments for Ryan's submission can be found here.

GDS3 Reflections: Ari Nieh, Challenge #3

I was pleased to receive this challenge, because it catered directly to my biggest interest in Magic: set design. I had a reasonably large file of mechanics stored up from the last several years, and it was just a matter of picking the best one to show off. Piece of cake, right? As we would all discover, writing down something that sounds plausible as a mechanic is a far cry from adequately demonstrating that it can support a set.

Wednesday, May 23, 2018

GDS3 Reflections: Scott Wilson, Challenge #2

Scott Wilson is back to provide us with some more insight into how he approached the GDS challenges. Click through to read about how he crafted his take on Bigtopia. Scott's designs and what the judges had to say can be found on his official GDS page. 

GDS3 Reflections: Jay Treat, Challenge 2: Bigtopia

I was hoping to look between the lines of all the judge comments throughout the contest, but it's too much too fast, so I'm just going to respond to the comments I received and talk about my experience working on the challenge.

I'm not telling you anything you don't already know when I say the judging for this round was pretty subjective. Despite the judges' mixed opinions, I feel very good about my submission here.

Tuesday, May 22, 2018

GDS3 Reflections: Ari Nieh, Challenge #2

My initial reaction to this challenge was, “Are you kidding me? Why would they ask us to do this?”

Circuses are a rich source of tropes, but they’re not a remotely appropriate setting for a Magic: the Gathering set. Magic is fundamentally a game about violent combat between supernatural creatures, and the entire concept of a circus is a poor fit. I assume that this choice was deliberately inappropriate, so as to avoid overlaps with any future sets.

GDS3 Reflections: Jeremy Geist, Challenge #2: CLOWNS!!!!

Jeremy's back with some more reflections on how he approached the second GDS3 challenge. Click here to review his designs, here to see the judge feedback, and click through to see what he had to say about the challenge. 

Thursday, May 17, 2018

GDS3 Reflections, Jay Treat: Challenge 1

While I'm proud of the work I did for this challenge, and the deck full of shamans and activated-abilities matter cards, I admit that the submission itself was poor. If I hadn't won the previous test, I likely would have been eliminated this week.

GDS3 Challenge #1 Writeup - Scott Wilson

Continuing in our series of reflections on the tribal challenge of the GDS, Scott Wilson returns to share his writeup on the Samurai tribe he submitted. Click through to read how he prepared for the challenge and how he assembled his eight cards.

GDS3 Challenge 1: One Last Job

Jeremy Geist is back today to share his approach to the tribal challenge of the GDS. Click through to read how he prepared for the challenge and how he assembled his eight cards.

GDS3 Reflections: Ari Nieh, Challenge #1

When I received this challenge, I immediately sat down with a list of creature types and frantically through Scryfall trying to figure out which was the most fruitful. Aside from Insect, I also considered Advisor, Berserker, Knight, Monk, Ninja, Nomad, Rogue, Samurai, Scout, Shaman, and Unicorn. I settled on Insects fairly quickly- they're extremely rich in tropes and emotional resonance.

Wednesday, May 16, 2018

GDS3 Preliminary Challenge (Scott Wilson)

Continuing in our series on approaches to the Design Test, Scott Wilson has provided some insight into his process. Click through and check it out.

GDS3: The Design Test

Jeremy Geist has offered us some insights into how he approached the Design Test portion of the GDS. Click through to find how he designed his ten cards.

Tuesday, May 15, 2018

GDS3 Reflections: Ari Nieh, Design Test

... or, How I Completely Misinterpreted the Design Test But Somehow Made Top 8.

You can see the judges' commentary here.

Portfolio Theory

Now that the judge feedback for the design test in the GDS is live, Ryan Siegel-Stechler has written up a summary of how he approached the test. Click through to see what he has to say about the test that landed him a spot in the Top 8.

Tuesday, May 8, 2018

Step by Step -- “May the Forth” Weekend Design Challenge


Hi y’all! This week I’m demoing what may become a somewhat regular article on GA, walking through step-by-step how I came to my design for the weekend design challenge. I hope that doing it this way will give some insight into the things that I think about during my process, some of the potential pitfalls and concerns that come up, and a demonstration of the editing process that takes place behind the scenes.

Hope you enjoy!

Monday, April 18, 2011

Pursuing the Obvious Solution

As I continue to pluck away at designing Melody, the set I first conceptualized for GDS2, I've found myself succumbing to instances of self-doubt brought on by an uncomfortable realization of re-treading the past. As a musician, writer, painter, I've had to overcome this same debilitating condition a number of times, it being both intrinsic and anathema to nearly all creative endeavors. Perhaps I could go further and say that it's one of the absolutes of the human condition, a quality born of the struggle between individualism and an acknowledgment of history. So hopefully you all know what it is that I'm talking about and can empathize, even if you are not currently engaged in Magic design.