EDPX 5100 – Grad Critique – Week 6: To Be Continued

This week was spent continuing the story. 

As I approach the end of the Formative Years, I’m not sure where to end it.

Having a tangible story of my life has put a lot in perspective. 

I want to turn this into an interactive 8-bit game eventually. Through this process, I found that game design is something I really enjoy.

I have always known that I want to create art to explore myself and then extend that exploration into larger ideas that will impact those around me positively. 

(Chris this question is for you, what game did you suggest that I play? This one?)

There’s not a lot to be written here this week, but I have included the link to my game as progress. 

Formative Years

Some other links:




EDPX 3701 Digi Fab – Week 6 (More 3D Stuff!)

For this first print, there were no real inspirations that I could look to and get some sort of motivation from. I took the model into Tinkercad and booleaned text and the skeletal fish (it moves!) together. 


This print gave me some perspective on how long a 3D print would take, this particular one took almost an hour. 

Now to make a 2 to 4 hour print that is not…tiny…is a challenge. My natural inclination is to make something as detailed as possible. 

Abstract 3D work has inspired me in a sculptural sense, although the need for a 3D printed object that serves some sort of purpose still ways heavy on my mind.

Project 2, will be focused on narrative and serve a purpose for art! 


Inspired me to print with the MakerBot at work, and in the end, I am hoping to use this printer to print 3D products that will serve as accessible technology. 

He is the guardian of the jalapeno sprouts.

EDPX 5100 – Grad Critique – Week 5: Mid-Point (Where am I going?)


The reason I was inspired to create a game about my life is that whenever I was experiencing anything in my life that was difficult emotionally, mentally, or physically…video game characters, movie characters, characters in a book…especially heroes served as inspiration.

These characters were written to inspire overcoming an adversary, but because of my family dynamic, I felt that I gained much more from them than that. I learned how to handle stressful situations, I learned how to be a good person, I learned that other people were put in situations that they did not choose to be in and overcame it and continued forward. 

When I worked face to face with people who were experiencing adversary due to the trauma they had experienced in the past, I saw that they were often times stuck. They felt that they were unable to move forward.

This game serves as a metaphor for that experience, the player is literally moving through stressful and intense situations. They are forced to make difficult decisions and be the consequence of that decision.

For me, the game is a way for me to go through my life and see where I have come, where I am still struggling, and how far I can go.

Eventually, I want this game to be a guide and perhaps a friend for others that have had to be in situations that were difficult, who are still moving through those life choices.

What’s really interesting to me is the layout of Twine. It resembles synopsizes in the brain. When you have experienced intense psychological and repeated trauma your brain is wired a certain way. In order to move beyond that place, you have to do work to rewire those paths.

Twine is a beautiful way to envision that. Perhaps even a way for others to examine their own path. 

I would like my final presentation to be a published game, everyone in the class will sit at the computer for 2 minutes and play the game and critique it from there.

Instead of this game that I am calling my life, I want to focus on the formative years which for me was from birth to age 12. 

I have restarted this game a total of 5 times, first I focused on the most traumatic parts, then I shifted to being vague, then I tried to skip over gaps in my life to fit it all in. 

In the end, I have decided to focus on the time in my life when I lived in two tiny towns in Texas. The history won’t necessarily change, but the way the character chooses to interact with life challenges will reveal more than other choices. 

The next step is to flesh out the mysticism, and fanaticism of that time for me and add more interactivity, loops, and pictures. 

I have a goal of 150-200 nodes and to publish the game by the end of the quarter. I’m about 1/4 – 1/3 there.

Formative Years


How to Use Twine to Develop Your Game



EDPX 3701 Digi Fab – Week 5 (It’s 3D)

I am fascinated by the idea of the integration of 3D printing technology. 


I am not very versed in 3D sculpting.


For now, experimentation is key until I figure out the skills that I would like to apply and eventually make 3D models that have layers like this. 

It was difficult to get used to the 3D space that is MakerMesh, Tinkercad, and Blender. 

My strategy right now, while I am learning is to make objects that are functional so that I can at least use the plastic I am producing into the world.

I did, however, make a collage of something a bit weird to experiment with different shapes. 

I have used all programs simultaneously, but I feel like the “duck” needs some patch work done.

Like with any new skill that needs to be learned there is a sense of frustration and failure that comes with not being able to execute your vision. 

(Currently waiting on my tax return to purchase new equipment)

The limitations I set are for myself and with practice, I will move beyond them, it just feels so limiting right now. 

EDPX 5100 – Grad Critique – Week 4: Progress, Progress, Progress…

I have continued to work on programming in Twine. This week was spent on laying down the storyline for the game.


I’m Fine (1)

This is my game ^ but I am not sure if you can view it yet, I believe I have to publish it first. 


I have been researching how to tell a story through gaming still, there is a certain way to present information and provide options while staying on a non-linear stary plane.



This game has been an inspiration for me as far as layout. 


The challenging this is thinking about if someone would play this game, I feel like I would have an installation/interactive set up in a gallery. 

That makes the most sense to me. 



EDPX 3701 Digi Fab – Week 4 (To Plot, Or Not)

I had some technical difficulties when I was plotting, which I found to effect a lot more things than I hoped it would have. It turns out that there is an automatic setting that I forgot to click while using the GraphIt software.

But overall, I learned that I would have liked to print out the logos and do test prints over the course of a few days to troubleshoot the design for print. I would like to revisit the plotter and extend this project somehow to make it worth a grad credit.

I feel that if I would have printed bigger and removed some text that the overall project would have been more successful. However, I felt hung up on the vague criteria and should have allowed myself more flexibility and experimentation. 

I also learned the limitations of the plotter and how simplifying a design, experimenting with lines could amplify a design. 

I’m curious if you could “plot” a design with a 3D printer…but also want to design sustainably and with purpose! 

The struggle. 

EDPX 5100 – Grad Critique – Week 3: Inspiration and Progress

I researched different approaches to narratives in video games. I found an interesting article that featured a, “What Remains of EdithFinch,” which is a game that claims to have no narrative. (I want to play it so bad!) 

I have been playing, “Lumino City,” on my phone which is a very beautifully made puzzle game with a touching story integrated into it.

Story Telling and Interactivity in Video Gaming

I read these articles to further explore this theory. 

When Video Games Tell Stories: A Model of Video Game Narrative Architectures

For my game, and since I will be using Twine which allows for option selecting that influences the story giving the player a sense of agency. In order for my game to be able to branch out, I have decided to create two different outcomes.

The player will have two choices when experiencing a significant, potentially traumatic life event. To either remember reality or remember a mostly fabricated memory. As I said before I want to explore identity through perception, reality, fabrication, and memory. 

Does remembering fake memories affect you as a person vs. remembering a life event in it’s reality? 

The answer to this question is obvious and has been explored before through this movie entitled Mysterious Skin. I won’t go into the synopsis but one character fabricates a memory and the other remembers it vividly, the same memory because the experience was shared.

Exploring this concept from the same point of view as a person who has personally done both intrigues me. What memories made me who I am and what memories protected me from who I could have become?

In the future, the player being able to recover a memory and gain insight (which would potentially affect the player’s score) is something I am interested in as well. 

A Total Beginner’s Guide to Twine 2.1

But first…I must learn how to use this program. This website a beginner’s guide to Twine made by Adam Hammond has been super helpful.

The next step is to learn how to implement processing into Twine. 

Until, next time. 

Other helpful links!!!!








EDPX 3701 Digi Fab – Week 3 (No LOGO)

I started this project trying to recreate a logo from a single logo, but I couldn’t necessarily do so. What became more interesting to me is creating a logo from three different logos. Bot the skew one logo but create a new form of the logo from a separate logo, a comment on how all of the logos blur together essentially and our perspective changes the meaning, creating something new that wasn’t intended. 

I have done several projects based on of logos, the initial commentary was a criticism of branding. I read () book entitled “NO LOGO” and became interested in what it meant when we as people started branding ourselves. Who did we start to become and did they, in fact, start to shape our identity? 

What was challenging with this particular project with the plotter was incorporating a pattern into the design. 

EDPX 5100 – Grad Critique – Week 2: Project Proposal Update and Progress

Project Proposal:

After talking to the class about my project and talking through the process of my idea the general consensus is to make a game. At first, a choose your own adventure game came to mind as if the player were to recontextualize my history and change it and grow with the character.  There was another suggestion that was suggested that was similar to the game ZORK, the character would travel from world to world, alternate universe to alternate universe and in the end depending on the choices the player made would either end up being me or someone else entirely created by the memories they chose.

This game is being created to question perception, memory, and identity. I once read an article about how our memories make us who we are. But, what if the memories that we possess are fabricated? Who are we then? The game would operate in a first-person linear way at first until you experienced something that created a memory, the user would then choose from two different scenarios, selected a fabricated memory or one based more in reality. Depending on which one they chose that would change the directory of the player. Right now for the first part of the quarter, I would like to focus on 2 different possible outcomes and make it grow from two to five or seven depending on how the story started to unfold. 

Right now, I am picturing a small bubble popping up on the screen when you select a memory, “You created a memory!” As a scoring system, there is no winning or losing, just exploring through different outcomes based on choices. It would then say, “Your identity changed 10%.” It would then list the ways that it changed, what skills you have gained, and what skills you have lost. 

The skills I need would be narrative skills which I possess, and to master Twine which was suggested and confirmed through other conversations with peers and professors.


1/5 – Introduction, Syllabus, Pop Quiz, Planning

1/12 – Proposal #1 & Schedules (Goals & Tasks: Outline Narrative (Basic), start sketch, research)

1/19 – Goals & Tasks: Continue to learn new techniques in Twine, experiment with layout, perfect narrative

1/26 – Goals & Tasks: Finalize layout of game (testing stage)

2/2 – Goals & Tasks: Continue to improve the game and narrative

2/9 – Midterm Progress and Proposal #2 (Goals & Tasks: Show game with limited outcomes (2)

2/16 – Goals & Tasks: Tweak narrative to provide more layers for game

2/23 – Goals & Tasks: Make the game more interactive to accommodate other outcomes

3/2 – Goals & Tasks: Continue to improve game

3/9 – Goals & Tasks: Continue to improve game with testing

3/16 – Final Presentations – Publish game and release it online for others to play


Email From Rafael:


Twine is great. Easy to learn, cross-platform, open source, and has been used in work featured in the Whitney Museum of art. 
Ren’Py is another that has been used for visual novels. 

I’ve started to learn Twine. The tutorial videos of Alan Hammond are great.

ludo ergo sum”


Research Materials – 

Tools to make narrative games








The goal is to go from here after I write the narrative…


To be continued…

EDPX 3701 Digi Fab – Cultural Event #1


During this cultural event, the professors of the Art Department were featured. The work they presented varied in subject matter and media. The work that I was primarily focused on was the work done by the EDP professors. Primarily Tim and Kristen, which had two different representations of the department. This further pushes the idea of flexibility in the department. EDP can be interpreted in a variety of ways. 

What I walked away with from the show is the drive to do more experimentation. The way I look at the EDP program is basically a science experiment. I am curious as to what the other students from the other departments thought of the two professors featured from our department. The way I felt about DU’s art program as a whole is that a group of classically trained artists live within its walls. I feel that the EDP department might interrupt that classical training, which is why theories, ideas, and mediums that Tim and Kristen used were so different from the others.