Tag Archives: Design

Boardcrafting +1

Boardcrafting

There’s going to be a bit of a change to the regular Friday Blog cycle, as I feel that I deserve a break from the routine; at least for a week. So, instead of a thousand or so words talking about something opinion-worthy, I’m going to catalogue one of my most recent creative endeavours – my homemade Munchkin Level Playing Field game board – and how one might make one, were one into creative print ‘n’ play board game projects or that sort of thing.

Munchkin has always sort of disturbed me because the essence of the game is to advance your procedurally-generated dungeon-raiding character from Level One to Level Ten (with the winner being the first player to reach Level 10 first), but no materials are supplied with the base game with which to count levels and players must instead use some random tokens, coins, or pen and paper to keep score. Steve Jackson Games does, however, manufacture playing boards and playing pieces that can be bought separately (or as a bundle in the ‘Munchkin Deluxe’ sets), but I thought that – instead of simply ordering them online – it’d be more fun to try and make my own. This post catalogues the process of trying to put them together.

So, what does this thing look like? Well, the finished article looks like this:

P1050304

To put it together, I started with a plain hardback (A5) notebook from PoundLand (The Theatre of Dreams™) , and removed the pages and the metal spine so that I had just the front and back covers; which I (temporarily) taped together with book-binding tape to hold it together. I then sketched out a series of boxes, one to ten, along which the playing pieces would move in order to track levels.

I took the idea of replicating the Munchkin Deluxe board because I liked the idea of the board representing the dungeon that the adventurers are questing through, observed as a top-down view of a winding castle, or something. This way, it’s easier to figure out who’s in the lead and hence whether you want to either hinder them or lend a hand in return for bonus loot.

The next process was to paint up the background areas (green for grass outside the keep), and grey for the castle’s rooms. I used acrylic paints and a regular brush, and I quite wanted it to look ‘rough’ and weathered somewhat so I used quite a lot of dry-brush techniques to “scrape” paint onto the board. When I was done, I outlined the walls with a black Sharpie and then a silver-finish Sharpie for the inner section of the walls.

Munchkin_8

I wanted to add some definition to the inner walls, so I added a stone brick pattern to the outside faces of the walls with a very fine marker, just for funsies. I painted up the starting box (1) and ending box (10) up in more bright colours to reflect “Victory”, and designated each room with the relevant level number.

Because I wanted the notebook to represent a fictional dungeon-quester’s notebook (perhaps akin to a character notebook from Dungeons and Dragons), I wanted to give it a fantasy/role-playing feel so I removed the book-binding tape and replaced it with old, worn yarn that I found in the shed. I cut lots of thin strips of it (about 10-15 cm in length) and then tied them in loops through the holes of the original notebook’s spine. As a final flourish, I decorated the front of the board with the words ‘Munchkin Adventurer’s Notebook’, comme ça:

 

Right, so that’s the board finished, but what do we use to count? Well, instead of buying a Bag O’ Munchkins, I turned instead to shrink plastic to make some ~7 cm pieces to insert into plastic stands to represent each player.

I scoured through a bunch of cards from the base Munchkin deck to find some interesting characters, scanned the cards in and blew them up before printing them to a scale that the character was around 12 cm in size. I used Shrinkies clear shrink plastic, traced the outline with a black Sharpie and then coloured in the relevant area with other Sharpie pens. I needed 6 (because Munchkin plays three to six players), so to be sure of not screwing up, I made nine pieces and cut them out; making sure not to leave too many ‘thin’ bits because I found that these tended to warp very badly when fired in the oven.

I set the oven to “grill” (PUNS.) and lined a baking tray with tin foil. Then, one by one, placed each sheet into the oven for a few minutes (until it goes all curly, shrinks down and flattens out again) before removing it and immediately pressing it under a heavy book in order to flatten out the piece. After touching them up a little bit with the markers where the ink slightly melted and smudged, they were placed in their plastic stands. Because one or two went badly wrong in the oven, and a couple ended up noticeably out of scale with the other playing pieces, I was left with six complete pieces: two male, two female and two monster-ish; which I put in stands, ready to play with 🙂

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I’m pretty pleased! I think they look rad, even if no-one else agrees with me. Plus, everything still fits in my base Munchkin box, et voila:

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So yeah, GO GO GADGET CREATIVITY.

[Zinar7]

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Café Carnage: Dev Update #1

CC_1

Ahoy there! I sort of semi-mentioned Café Carnage in my last Friday blog, but since I’ve now had some time to think more about possible ways the game could be improved (as well as getting a few tabletop gaming friends to play it and see what they think), I’d like to document the results of playtesting of Café Carnage v2.0 and offer some thoughts about what changes could be made. These game dev blogs are primarily a vessel for me to screw around with ideas and develop concepts, but hopefully that’s interesting to you guys, too.

So, in that spirit: onwards!

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So, essentially, Café Carnage is a party game. A light, card-based game with minor elements of strategy and push-your-luck but, at its base, it is a party game (albeit – at the moment – only a party that only four people are attending). The version of Café Carnage [v1.0] that Marco, Dickson and I developed as part of the Global Game Jam 2015 (#SotonGameJam) was a very simple, party-game for four players; stripped of some of the more fancy ideas that we came up with, in order to get a workable, fun game completed in the 48 hour time limit. To download the Print ‘n’ Play version of Café Carnage [v1.0], take a look at the link below:

Print and play files: Café Carnage – Global Game Jam 2015 game by Marco Caldarelli, Simon George and Dickson Chui // Ages: 8 and above, playtime: 15-30 minutes.

In its primitive state, it’s a short, no-brain, luck-pushing game that essentially boils down to picking the right time to run from your bill-paying responsibilities: basically, picking the right day (of five) to play your “Run!” card and hoping that none of the other players play theirs at the same time – it’s a slightly amplified version of the famous Unscrupulous Diner’s Dilemma. There’s some slight more complexity and decision-making as to when to pick the best time to run, but, in essence, there’s a fairly clear way to victory that sort of becomes obvious once you’ve played it more than once.

But that’s fine: Café Carnage is intended as a party game; one in which you quickly bash out a playthrough in 15-20 minutes, call your friends “bastards” and perhaps have a chuckle or two along the way (results may vary).

CafeCarnage_3

The difficult problem now lies in how to develop Café Carnage [v2.0] and take it one step further into a more robust, more interesting game. After last week’s jamming, I’d sort of identified three key areas that I wanted to develop further in Version 2.0:

  • More players (5+)
  • More player interaction
  • More variation in the points/cost balance (and penalty for going over budget)

During #SotonGameJam, we only really tested and balanced Version One with 4 players. The idea of the game was, initially, to be a party game that could be played with a group of up to (say) 8 people who then debate over the bill; much like a large group meal IRL. The main logistical complication in adding more players lies in supplying sufficient number of cards such that, over the five rounds of the game, you’re not endlessly shuffling the discard piles and that there’s enough variety in the various dishes that diners can eat. Adding more players does, however, screw with the rules governing how diners can “Run!” from a meal and how only the ‘slowest’ diner (i.e. the player that consumed the most food that day and hence is the most out-of-shape) gets caught and all others escape without paying their bill – in a four-player game played over five rounds, the chances of 3+ players choosing to “Run!” at the same time is unlikely (in testing, rarely did more than two diners choose to “Run!” at the same time), but in a game with 6 or more players, you’re going to get multiple runners every round. How to ‘fix’ this such that one single diner doesn’t end up having to pay for 3-4 other meals (from successful escapees) is still an open question.

Regardless of any increase in players, a way of stimulating more interactions between the players is an important task. At present, players simply choose their three dishes (starter, main course, dessert) secretly from other players, and then the card showing what they choose to do when the bill arrives, before there is any engagement between the players in revealing what dishes they ate and revealing their chosen SHARE BILL/PAY SEPARATELY/RUN card. That there’s so much time spent simply doing your own thing means that there’s not only the potential for Analysis Paralysis (AP) to creep in, but also that the players are silent through this phase; which is not so fun. In Version One, what players choose to eat and choose to do when the bill arrives is in no way based on what anyone else is doing – you essentially do your own thing regardless of what other players might do, so you may as well be playing a solitaire game or playing against a droid. For Version Two, I’d love there to be more ways in which you can actually play against the other humans; be it by forcing engagement between players and revealing something about what everyone had to eat that day (perhaps, while everyone is eating their dessert, diners can choose to ‘grill’ [pun intended] a particular player about how much their starter or main course cost?), or more directly through bonus action cards or special powers that allow players to sabotage other diners’ meals.

CafeCarnage_1

One other thing that became apparent during the #SotonGameJam testing was that, even though Café Carnage Version One was incredibly well-balanced for four players (due, largely, to luck more than any tactical game design decisions), games would often end quite close in terms of the final scores of players. While this is not necessarily a massive issue, it does mean that games can be lost or won based on a single, minute decision (for example, choosing a one-star Starter dish rather than a three-star one); or worse, sheer luck. Furthermore, this also penalises heavily any player that is involved in an unsuccessful “Run!” attempt, because the requirement for them to pay for their own meal in addition to the meals of all other players who successfully escaped means that they’re near-guaranteed to end up way over their budget and heavily out of the running.

Aside from Version Two addressing the problem of multiple (3+) runners during a meal, it is fairly clear that a better cost/star ratio needs to be manufactured: in Version One, a one-star meal costs one ‘money’ (there’s no set currency for Café Carnage yet); a two-star meal costs two ‘money’; a three-star meal costs ‘three’ money, and so on. Because of this (and because any remaining budget at the end of the week contributes to Victory Points), points at the end of the game tend to vary between 35 (for winners) and 25 (for losers) – considering that players start with 30 ‘money’, this is not a huge variation (although not an unreasonable one).

There are some options for making this more interesting, and for elevating the tension as to whether the gluttonous diners successfully share the bill (thereby forcing other diners to share the burden of your expense): one is to modify the “exchange rate” between stars and ‘money’ – e.g. a one-star dish costs one ‘money’, but a two-star dish costs two ‘money’ and a three-star dish costs five ‘money’; but at the end of the game only stars count as Victory Points (not your remaining budget), but you lose Victory Points if you end up in debt at the end of the week. Alternatively, there’s the ‘Tastes’ variant that adds additional ways to earn stars/Victory Points as bonus value-for-money – each player is dealt a ‘character’ that appreciates certain types of food (e.g. Pepper Grylls likes her food to be vegetarian and/or healthy; Josh Rogan enjoys spicy foods, etc.), and bonus stars can be collected by choosing dishes that meet your diner’s requirements.

I don’t know what the solution is to this problem yet, but it’s good to have ideas.

CafeCarnage_4

Anyway, last Sunday, I gathered a bunch of my gaming friends ‘round my place to give Café Carnage a few rounds (with differing variants) to bash out some new ideas and brainstorm. I’m still thinking about the findings and feedback of that endeavour so I’ll leave those thinkings to the next post; but suffice to say that, after playtesting, I would like to add the following goals to the initial three that I laid out earlier in this post:

  • Less downtime/AP/potential for decision-making (and less shuffling time)
  • Action cards and during-dinner hijinks (e. stuff happening between courses)
  • Physical money (instead of a money-track)

So yeah, there you have the basis for Café Carnage Version Two. I’m still working hard on thoughts for Penny Black and my binary game, Bit Pattern, but I’m fairly pleased with the progress with “café game” as well 😀 Until next time, then. Godspeed!

[Zinar7]

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Penny Black: Dev Update #1

PennyBlack_1

For those that aren’t aware, I’ve been working on a board game. It’s been boiling around in my head since May or so; where it initially saw a great flurry of activity but, due to various other things, kind of got put on the backburner until a few weeks ago. However, in the last month I’ve focussed more time on it and into getting it to a position where I (and perhaps a group of friends) might be able to actually give it a try. Hooray!

The title of the game is Penny Black, which some of you might recognise as the name of the world’s first postage stamp designed by Sir Rowland Hill in 1840 for the Royal Mail. As you can therefore imagine, Penny Black is themed around a fictional Post Office; not in Victorian England but in the fictional Republic of Sinestria. So, what’s it all about? 

PB1

 

SUMMARYPenny Black is a strategy board game with a postal theme. Players take the roles of trainee sorting-office workers in the Mighty Republic of Sinestria, where the postal system has recently been introduced. In this role, players compete to serve customers, stamp their letters and process them into the Post-Bot’s mailbag in order deliver these to the intended recipients and earn points. However, the citizens of Sinestria are sceptical of this new postal system, and players will need to meet their various demands and expectations in order to secure the success of the Sinestria Republic Post.

The more letters that are picked up and delivered, the more trust players will acquire from the public (measured in terms of Victory Points) and, at the end of 7 days of training, the performance of the new trainees will be rigorously assessed. If players misplace letters or deliver them late, they will lose trust from the public. Furthermore, fellow players will be aiming to hinder each other or engage in outright sabotage, so players must maintain awareness of the competition.

Due to a malfunction, the Stamp Machine does not output the correct stamps but instead spews them out randomly onto the Sorting Office counter. Players will need to collect the correct stamps, pick the most viable customer letters, and make sure that they are in the Post-Bot’s mailbag at the correct time in order to score Victory Points.

The Chief of Post for the Government of Sinestria has vowed to permanently hire the most successful worker to be elevated to the position of Post-Office Manager, a highly respected position, based on players’ performance in efficiently collecting stamps, sorting letters and getting them into the mailbag at the correct time.

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I’ve just reached a point of having the rules for v0.1 of Penny Black pretty much shaped up and written down. I’m yet to get round to playtesting, but I’ll look into doing so at some point over the Xmas period. If you would like to know what the hell Penny Black is all about (and, indeed, what the hell I’m talking about during the rest of this post), then a .PDF of the rules is here:

PennyBlack_v0.1 (December 2014, .pdf)

 

DISCUSSIONThe main concept of Penny Black is similar to a number of games that require collection of tiles/resources in order to purchase other cards, which require a varying combination of resources – these include titles like Unexpected Treasures (by Friedemann Friese) and Felinia (by Michael Schacht). In Penny Black, these, purchased, cards must then be redeemed by placing them in the mailbag at the appropriate time (and in competition with other players who are looking to do the same, perhaps with some amount of skulduggery) in order to score points.

Hopefully what is unique about Penny Black, when compared to other games based on collecting stuff and using it to buy other stuff (even so far as Alhambra by Dirk Henn), is that there is a ‘timing’ aspect to having the right things at the right time, and in the right place: the mechanic of having a semi-random method of dictating when a letter delivery takes place (defined by a dice roll which may mean that the Post-Bot moves at a steady 1-step pace [most likely], a rapid 2-step pace or does not move at all [least likely]) means that there is, hopefully, unpredictability as to when points are scored; wrestling complete control from the players and adding more tension along with incentive for skullduggery. The unpredictability of what exact delivery conditions (i.e. what earns bonus points for players when a delivery happens) also, hopefully, adds to the variation between games and leaves players guessing as to what will earn them points.

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The main method of how players collect stamps is one of the key parts of Penny Black that I still don’t yet have a solid ‘feel’ for. I expect that over various iterations of the game, how stamps are collected by players will likely evolve a bit; perhaps taking cues from other games. For example, Felinia lets you collect similar tiles based on a ‘bidding’/market system, although this requires application of some sort of currency system which would add extra complexity to the game. I thought about some sort of worker-placement mechanic, but this seemed like an overly elaborate way of simply collecting resources. Maybe I’ll look into playing other games with similar mechanics, and see if there’s anything I can borrow or adapt if the current mechanic doesn’t feel quite ‘right’.

In the first iteration of Penny Black, the mechanic to collect tiles is largely similar to that of Ticket to Ride (by Alan R. Moon), yet with some similarities with Splendor (by Marc André): there is a general pool of stamp tiles, drawn randomly from a bag, that occupy six stamp spaces on the game board. On a turn, players may choose an action to activate the Stamp Machine, which re-fills any empty stamp spaces (left empty after previous players have taken stamps), and then choose three stamps to take from the available pool. Players may hold seven stamp tiles at a time. From their collection, players then trade the correct stamps with those depicted on an available customer letter in order to ‘stamp’ it and to prepare it for delivery, or use certain combinations of their stamps to influence the motions of the Post-Bot to speed up or slow down the time until delivery, or to kick out another player’s letter from the mailbag and replace it with one of their own. Yes, I know the Post-Bot is currently R2D2, shut up.

PB3

Another aspect that isn’t currently in place in Penny Black is the concept of having ‘special’ stamp cards. In addition to the way that basic stamp tiles are drawn from the bag and players may pick from them, I’m toying with the idea of having additional stamp cards that either allow a player to use them as any individual stamp, or perhaps as a double-stamp of a single colour. Further to this, something that isn’t yet fully-formed in my head is the method by which the Post-Bot either adds incentive (or penalises players) when it has reached the end of the Delivery Track yet the mailbag is not sufficiently prepared. It might be that an elegant way of killing both birds with a single stone would be to have the Post-Bot give special ‘one-shot’ stamp cards to all players that succeed in delivering a letter; although I’m aware that this might leave certain things overpowered, or lead to situations with runaway winners. In the current iteration (v0.1) of Penny Black there’s no facility for this yet, but it might be worth considering in a later iteration to see how it works. Certainly, I feel like a technique whereby players are rewarded for putting letters in the mailbag (not necessarily just for delivering them) could be an option; which might be as simple as taking a stamp tile from the available stamps on the Sorting Office Counter.

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So, in a nutshell, that’s Penny Black. Of course, it’s going to take a lot more shaping up and refining before it’s something that could potentially be released to the outside world but, even at this very early stage, I’m bloody proud of how far I’ve gotten with it.

The next stage, really, is to test the game with some actual play. After I’ve fiddling with it myself and an imaginary table of gamers, I’m going to look into recruiting a few friends to giving it a go and providing some feedback on the game (in addition to identifying the glaring holes or errors in design). With a game like this that will require a significant amount of balancing in terms of how many points successful deliveries should be worth, how long there should be between deliveries, how easy or hard it is to collect the right stamps and purchase letters, etc. I feel that there will be a lot of tweaking necessary to weigh out the game so that it brings a balanced atmosphere. I’m intending on documenting the progress fairly methodically to establish what’s working and what’s not, so expect more posts in this series on the continuing development of the game and my thoughts on it.

If you’ve got ideas on thoughts on the status of Penny Black, then I’d love to hear what you think. Hey, maybe it inspires you to think about designing your own game; or just creativity in general. If I can spark some imagination surrounding interesting board game themes or creativity, then that’d be awesome.

[Zinar7]

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Overture

 

Overture

Wow, I guess it’s been a bit a while since my last (proper) post [my recent round-up of Sonisphere 2014 aside]. Well, there’s a multitude of reasons as to why that is, but they largely boil down to me being TOO DARNED BUSY with one thing and another (some of which I’ll shed light on in today’s entry) and not always having the energy to update the blog with all the goings-on and extra-happenings that have been abound since April or so. Anyway, I’m here now to make amends, so let’s make the most of things while it lasts, yeah?

So, what has been happening? Well, I guess the major thing is that I’m now a PROPER ACTUAL DOCTOR (of philosophy) and stuff, and ‘Silly Hat Mode’ got activated last Wednesday at my official graduation ceremony in spectacular fashion.

SillyHatMode

I submitted my corrected thesis back in May; got things verified and checked in June or so; and I handed the final, darned thing in around a month or so ago to get stored in the University library to gather dust, spider’s webs and the weight of no-one looking at it. I’m all done! Four-plus years of research have come to an end, and last Wednesday, I donned silly hat and silly cloak and picked up an official certificate saying that I’m now a { Ph.D survivor } and that I can officially leap into action when the cabin crew of a transatlantic flight announce “Is there a Doctor on board?” and totally be no help at all.

AAAaaaaanyway, since there aren’t enough pictures of me on the internet wearing silly hats, here are some pictures from my PhD graduation. Hooray!

The downside to finally crossing the finishing line in the PhD Quadruple-Marathon was the almost simultaneous (if entirely coincidental) culmination of my funding as a Senior Research Assistant doing research into space debris; meaning that my era at the University of Southampton has, now, properly come to a close, almost ten years since I first begun this crazy journey through academia. Naturally, this has meant that I’ve – yet again – been thrust into the heady world of scavenging for employment, yet so far have had only minimal success in landing some gainful employment. I’m still trudging onward with (at least most of) my marbles still intact, and I’ll no doubt get somewhere in the end, but just making sure that chin is kept well and truly up has been the main priority over the last couple of months. #KEEPPUSHING, don’t give up, #PARTYHARD etc. etc.

PeepShowHard

Despite the fact that I’ve not always been 100% successful at keeping on top of things whilst I’ve been out of either gainful education or gainful employment, I’ve broadly been managing to keep myself busy with job-search endeavours but also filling time by delving evermore into a few creative projects: one of these has been a strategy-board-game-thing that I’ve been desperately hammering into prototype form on-and-off for a couple of months, but the one I’m most proud of (so far) was something known as ‘Project: Elephabric’ ~

Through a whole bunch of stress and last-minute artistic wrangling, 3-metres of burnt-orange cotton fabric, black fabric paint and some potatoes were turned into a badass, home-made Arabian wall-hanging to help decorate a friend’s “Arabian Nights”-themed outdoor party gathering thing.

All in all, I think I’m pretty happy with the outcome; I’m hardly the world’s most proficient artist, but hopefully the hand-painted flaws and imperfections add to the charm rather than distract from it. It also was my first-ever foray into the world of fabric-painting (not to mention the first time I’ve made potato-stamps in about twenty years) so given my relative inexperience, I think I can be pretty pleased with my artistic endeavours.

If nothing else, I managed to get the paint mostly on the fabric and not on myself, so I guess that’s progress of sorts, right?

Anyway, anything that is unrelated to elephants is irrelephant, so I must wish you farewell; at least for now. Godspeed, comrades!

[Zinar7]

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Interstellar

Interstellar

It’s been a little while since I properly posted here. So what have I been up to?

Well, I’m still plugging away at my post-doctoral research, trying to push through the wall of Academic Sucess & get my own research paper published and working on a bunch of ‘space’-based infographic-type display materials for some of the University’s outreach and public engagement events that I’m involved in; the latter of which I’m going to show off here because I can.

From some of the space debris work that @spaceman_ben and I have been involved in, I’ve constantly been looking for engaging, and interesting, ways to communicate some of the information that we’ve collected about the current state of Earth Orbit and to inform the general public about some key facts about ‘Space’. There’s a lot of cool, interesting and captivating infographic posters floating around the internet; and I thought I’d put my hand to coming up with some for myself. Some of my inspirations were:

I designed and produced each one from scratch (well, after making a template myself for the style of the graphic) in CorelDraw X4; collating some of the data on active spacecraft and debris drawn from the Union of Concerned Scientists’ Satellite Database and the public catalogues of space objects (SpaceTrack // Celestrak). Some of the results are also from the EU space debris project ACCORD which I’ve been contributing to, along with results from debris simulation results from the University of Southampton’s space debris model, DAMAGE [Dr. Hugh Lewis]. It’s been pretty fun; turns out I quite like doing graphic design and getting to funnel a little bit of creativity into my regular (research) job. 

Anyway, without further ado, here they are (I, II and III):

I. SPACE: 2014 |

Larger Version: http://bit.ly/1llwe4T

Larger Version: http://bit.ly/1llwe4T


II. SPACE DEBRIS |

Debris_InfoPoster_LR

Larger Version: http://bit.ly/1lltche

III. EARTH ORBIT | 

Larger Version: http://bit.ly/1cPNSsR

Larger Version: http://bit.ly/1cPNSsR

Each poster is (IRL) at A0 size, approx. 84 x 59 cm, which is pretty big. Since the (original) files (output at like 600 dpi) were MANY MEGABYTES big, I cranked the resolution down a tiny bit to upload them here. If you want to download the super-high resolution [600 dpi; warning: large file size], then head over here:

Download full versions:

I | Space: 2014 (.png, 6640 x 9492 pixels, 4.4 Mb)
II | Space Debris (.png, 6640 x 9492 pixels, 5.4 Mb)
III | Earth Orbit (.png, 6640 x 9492 pixels, 4.4 Mb)

Hopefully they should be winging their way to the printer’s office very soon and all ready in time for Southampton Science and Engineering Festival, which is just under a month away. I feel fairly proud of the end result (so far, at least), so hopefully I’ll feel even more pride once they’re turned into actual, physical things that I can hold in my hand/hang up on the mantelpiece/etc.  Either way, it was a monster effort and a massive time-sink to make and edit then around my regular research responsibilities, so I’m fairly pleased that they’re at a point where I can shove them out of the door and not keep tweaking them indefinitely like the perfectionist that I am.

Not sure what my next creative project will be quite yet; I’m toying with the idea of designing a card+dice game based on WWII air race/dogfighting, but that’ll need some further thought before I thrust myself into the endeavour. In the mean time, I will ponder.

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Anyway, that’s all the proper stuff that I wanted to say; I shall finish up by sharing some of my most-recent playlists, cataloguing the soundtrack to 2014 so far.

I therefore leave you with these014/01 – Black Sails to the Wind (folk metal);  014/02 – Flextronix (electronic/indie lo-fi). Onwards to glory!

Playlist_01401

Playlist_01402

[Zinar7]

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Rhino-Hunting: Part 4

Rhino_4

Head over here to find Rhino-Hunting Part One // Rhino-Hunting Part Two // Rhino-Hunting Part Three // Rhino-Hunting Part Four

In the past three photo-blog posts (linked above), I’ve had a marvellously merry time tracking down the Go Rhinos! sculptures that make up the Southampton Rhino Trail. As part of the Rhinotastic! event at Marwell Wildlife, all 97 sculptures (36 full-sized sculptures and 51 school-sized) are re-united at the Secret Garden behind Marwell Hall between 10th and 14th of October. Yesterday, I was lucky enough to go visit Marwell and catch up with my most favourite rhino, along with the few that I hadn’t managed to meet quite yet.

Despite the rain showers later in the day, an awesome time was had and I managed to sneak in a few photographs in between the raindrops; representing the very final results of my summer-long rhino-snapping efforts. Enjoy!

[Zinar7]

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Rhino-Hunting: Part 3

Rhino_3

Head over here to find Rhino-Hunting Part One // Rhino-Hunting Part Two // Rhino-Hunting Part Three // Rhino-Hunting Part Four

Over various weekends throughout the Summer, I’ve taken immense joy in taking a closer look at my hometown and hunting down all of the Go Rhinos! sculptures that make up the Southampton Rhino Trail. After ten weeks of inhabiting the pavements and parks of Southampton, the rhino are biding their time before the ‘Rhinotastic!’ event at Marwell Wildlife between 10-14th October. I’ll certainly miss their friendly faces dotted around town, but aim to catch up with them all again at Marwell in a week or so’s time.

Anyway, in accordance with my previous couple of photo-blogs on the matter, a few weekends ago I once again trotted into Southampton city centre – camera in hand – to photograph the major sights and sounds of this vibrant city. Here are a few more of my snaps from my excursions:

[Zinar7]

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Rhino-Hunting: Part 2

Rhino_2

Head over here to find Rhino-Hunting Part One // Rhino-Hunting Part Two // Rhino-Hunting Part Three // Rhino-Hunting Part Four

Last weekend, I continued my exploration of Southampton – camera in hand – taking photographs of my humble little city and seeking out more of the Go Rhinos! sculptures that make up the Southampton Rhino Trail. On this week’s excursion, I wandered round the rest of town scooping up pictures of the remaining lurking rhino, before taking a trek around Ocean Village and the marina, and some of the back-streets of Southampton.

Anyway, without further ado, here are the results of my efforts. Enjoy!

[Zinar7]

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Rhino-Hunting: Part I

Rhino_1

Head over here to find Rhino-Hunting Part One // Rhino-Hunting Part Two // Rhino-Hunting Part Three // Rhino-Hunting Part Four

On Sunday I spent a merry afternoon troddling around downtown Southampton, taking photographs of my humble little city and following the Rhino Trail which marks the Go Rhinos! event which is organised by Marwell Wildlife to support conservation efforts & exhibit and bunch of local art and design. The result of the project is that, for a 10-week period over the Summer, there are 36 life-size (ish) Rhino sculptures dotted around Southampton that have been designed and decorated by local artists. It’s a super idea, and it certainly brightens up a dull trudge to the shops to see your trail populated by hordes of brightly-coloured and painted rhinoceroseseseses.

Because I have a massive ‘Collector’ gene in my body somewhere and I’m now armed with a fancy new camera, I thought I’d go trekking around my wonderful, vibrant city and take photographs of all the rhino, as well as some of the other sights of sunny (well, sometimes) Southampton. [I packed my in-line skates, but because of weather-based inclemency and a lack of nice surfaces down the lower end of town, I didn’t actually end up on them, harrumph.]

Sunday’s jaunt was my first proper hunting expedition on the Go Rhinos! trail, and I covered most of the rhino located near the docks and the centre of town; I endeavour to head out again in a couple of weeks to hit the streets (except on my skates next time) and snipe down the remaining beasts. It was certainly a pleasure to wander round my adopted hometown without a proper agenda, and it was nice to explore some of Southampton’s more nook-ish crannies and interesting areas, rather than merely visiting the usual haunts.

Anyway: without further ado, here’s a catalogue of my first rhino-hunting expedition. Enjoy!

Head over here to find Rhino-Hunting Part Two //

[Zinar7]

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