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  • Results from Game Design Challenge: Artistic Endeavors

    - Danny Cowan

  • Cole Higgins, Student at Herzing University, Gallery

    The objective of the game is to be a profitable art seller (being able to make $1 million a year), and allowing creative freedom on a virtual canvas. When the game starts, the player can choose the size of the easel they will work on, and then be able to paint, draw, or sketch whatever they want. Once the piece is finished, then it can be hung up in a gallery, so the player can look back on their previous work whenever they want, as well as arrange the pieces in different layouts and upgrade the gallery to a larger workshop or studio as more art is created, as well as sell to private collectors or businesses.

    To allow complete creative freedom, the player will be given a large selection of brushes, paints, pencils, and pens so the desired effect is able to be achieved. Charcoal and sponges will also be available. However, these classic art supplies will not be the only ways to create art. Paint guns, shoes dipped in paint or charcoal, old clothes that can be patterned together in new ways, matches or lighters, even selections of food to be arranged. These unorthodox supplies will have to be unlocked and purchased.

    Once the player's gallery has reached 15 works of art, the first size expansion will be available, with several selections of new space to choose from; bay windows, better lighting, increased square footage, etc. Once 25 works of art are created, the player will be allowed to move up to an exhibition space and put their art up for auction within a price range, and the final selling price will be randomly selected between the upper and lower amount of the range, as art value is subjective.

    As the game goes on (and presumably the quality of art), the price ranges will increase, so the player will either make quite a bit of money on a single art piece, or make barely sustainable money on several. Time will elapse in monthly stages, and the player will have 5 years to achieve a yearly net income of $1 million, taking into account expenses for out of the box art supplies, and further upgrades to the studio.

    Several strategies can be employed; the player can take it safe, and not spend too much on art supplies outside of the standard refills of the base items and try to save up money that way, which would lead to a fairly steady income, but at the risk of not making money very quickly, which could lead to running out of time, or the player could invest in far more unorthodox supplies that have the potential to sell for much more even earlier than usual, at the risk of selling for less if the "market" doesn't approve. The choice is entirely up to the player.


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