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Amaris Jones

Make-A-Wish Foundation® of Greater Pennsylvania and Southern West Virginia - 1 views

  • th and joy.
  • of Greater Pennsylvania and South
  • n with life-threatening medica
  • ...10 more annotations...
  • hildre
  • The Make-A-Wish Foundation®
  • West Virginia grants wishes of c
  • onditions to enrich the human experience with hope, streng
  • , a wish is a powerful force in their battle against a life-threatening medical condition
  • feel like normal kids again
  • hope and optimism replace fear and stress.
  • wish experience as a turning point in their fight against their illness
  • a wish experience influences a child's physical health
  • parents say a wish makes kids feel stronger and more energetic
  •  
    The Make-A-Wish Foundation® of Greater Pennsylvania and Southern West Virginia grants wishes of children with life-threatening medical conditions to enrich the human experience with hope, strength and joy.
Keena Singletary

Harvest Hope Food Bank - Money - 0 views

  • Are you ready to make a difference?
  • you can choose the contribution level that is right for you
  • Whether it's a couple of dollars or a large donation, every little bit helps us on our mission to end hunger in SC.
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  • 98 cents out of every dollar goes directly toward feeding the hungry in your community
  • $15 feeds a family for one week. $50 supports a Kids Cafe site (our after school meals program). $100 pays transportation for a Mobile Food Pantry to an underserved community. $500 meets our Emergency Food Pantry's weekly needs. $1000 fills a Harvest Hope delivery truck full of food.
Keena Singletary

Harvest Hope Food Bank - Volunteer - 0 views

    • Keena Singletary
       
      ways to help
  • We are always looking for volunteers to help us with our many community events
  • These pantrie
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  • help any individuals or families that come to our doors looking for assistance during their time of need
  • Event Volunteer
  • educate the public about the wonderful things we do here at Harvest Hope
  • Emergency Food Pantry
  • speak to people
  • This means we need volunteers to hand out brochures
  • collect food
  • skilled professionals and or interns that
  • can help in a variety of ways such as: marketing, writing, fundraising, program management, graphics, grants, etc
Keena Singletary

Harvest Hope Food Bank - Donate - 0 views

  •  
    here's a good way to help and encourage this program
Keena Singletary

Harvest Hope Food Bank - Cool Can Sam - 0 views

  • Cool Can Sam and I'm Harvest Hope's mascot!
  • message about hunger when I come to visit your school or church group.
  • children to learn more about the effects of poor nutrition
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  • one person can make a difference. 
  • concept of charity to kid
Ben Smith

Heather Baker Foundation - Our Story - 0 views

  • Shortly after giving birth to her youngest son, Heather was diagnosed with a rare type of sub-breast cancer called triple negative. Triple negative victimizes primarily younger women…..only 10-20% of breast cancer victims are diagnosed with this sub type. Extensive treatments, radiation, and surgeries were attempted to prolong her life, but sadly March 8th, 2010, after fighting like a true champion, through tremendous pain and discomfort, she lost her fight to cancer.
  • Although Heather may not be here with us today, we want to share her spirit of selflessness and love for families and bless other families going through a similar situation. Through all the pain, discomfort and hardships that are brought on by this horrible disease, we want to share a bit of hope through Heathers story. Amongst the pain, she always had a smile upon her face…… Have courage, be strong, and strive for one more day!
Keena Singletary

Harvest Hope Food Bank - Food - 0 views

    • Keena Singletary
       
      save a child from going hungry in SC
Keena Singletary

Harvest Hope Food Bank - Get Involved - 0 views

Jasmine White

About Us | Rob Dyrdek Foundation - 0 views

  • construction of legal Skate Plazas as well as assists with the creation of community and educational programs that promote and encourage the sport of skateboarding.
    • Jasmine White
       
      Here's everything you need to know about my cause.
  • Our hope is to encourage construction of legal street skating areas, be that through large urban skate plazas or single skate spots.
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  • the design, development, and
  • There is not one place in the entire United States where I could go legally skate real street. Each day there are fewer and fewer places to street skate
  • A skate plaza in every community is not only my dream, but also the dream of everyone who skates street, from the most advanced pro to the youngest novice. The skate plaza is essential to the future of skateboarding.
  • ery good skate spot get skate-proofed or destroyed.
  • Skateboarders are sick of getting tickets and watching ev
  • The future of skateboarding relies on having places to do it.
  • on-profits with
  • non-profits with the design, developmen
  • Our goal is to reach: Local Communities, including governments, park and recreations departments and local urban renewal and community improvement committees.
  • t. Each day there are fewer and fewer places to street skate, period
  • Skateboarding is being choked by people that simply don’t understand i
  • A skate plaza in every community is not only my dream, but also the dream of everyone who skates street, from the most advanced pro to the youngest novice. The skate plaza is essential to the future of skateboarding.
  •  
    Founded in 2003, the Rob Dyrdek Foundation seeks to create healthy communities by promoting and providing the inherent benefits of skateboarding to all facets of society. The Foundation assists municipalities and non-profits with the design, development, and construction of legal Skate Plazas as well as assists with the creation of community and educational programs that promote and encourage the sport of skateboarding.
  •  
    My Cause
Clint Walters

Gamasutra - Features - Evaluating Game Mechanics For Depth - 0 views

  • Game Mechanic: When I say "game mechanic" I'm referring to any major chunk of gameplay in a video game. Using the classic The Legend of Zelda: A Link to the Past as an example, here are a batch of game mechanics: sword combat, block pushing, boomerang throwing, swimming, button-based puzzles, hazard-avoidance, use of specific weapons, etc... Challenge: A challenge is any in-game scenario that tests the player's skill at a specific game mechanic. An example of this would be an individual room in a Zelda dungeon, a grindrail segment in Ratchet & Clank, or a combat encounter in Halo.
  • It needs clear objectives, so the player knows what he has to do to succeed. Confusion and obfuscation tend to make players feel like a mechanic is LESS deep once they find themselves needing to experiment randomly to win.
  • When a player enters a challenge, he must have a good idea of what his objectives are. Another good way to put this is to say that he must be able to clearly visualize the completion state of the challenge.
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  • If a skill is too basic, it will not help make your mechanic feel deeper. At that point, it becomes a simple task the player must complete, like checking items off a shopping list.
  • Further, when you really think about it, when you say "move from point A to point B," you're actually talking more about the objective of a challenge and not the skill required to achieve the objective.
  • I kept adding new objectives, but failed to add many meaningful skills.
  • While players found the Inspector Bot wacky and funny, adding him did not succeed at the goal of making the Tractor Beam game mechanic deeper.
  • come up with an "Activity Statement"
  • a simple sentence that describes a challenge by stating both the objective of a challenge and the meaningful skills that the player must use to obtain his objective.
  • "I want the player to jump up to that platform."
  • "I want the player to double jump straight up and then glide down to that platform" or "I want the player to time his jump to avoid the fire spouts and land on that platform."
  • 1. Identify and list your objectives. a. For each, ask yourself: "Is this objective functionally a duplicate of any of the other objectives in my list?" If it is, ask yourself if you really need it. Do you really want to spend the time on teaching your players how to interact with it? If the answer is no, cross it out. 2. Identify and list all your meaningful skills. a. For each ask yourself: "Is this really a meaningful skill? Not too basic? Not an objective?" b. Ask yourself: "Is this skill functionally a duplicate of any of the other meaningful skills in my list?" If it is, cross it out. You're tricking yourself into thinking you have more skills than you actually do. Having taken stock, do you now find you have too many objectives? Not enough meaningful skills? At this point, I'll bet you've discovered that, yes, somehow that's happened. At this point, just do the same exercise I suggested above to help my past-self get over his tractor beam problems: 1. Add one or more new meaningful skills to the list. a. As you add them, ask yourself the same questions as above. "Is this skill really meaningful? Is it too basic? Is it really an objective?" 2. Go through all your challenges and improve your Activity Statements 3. Prototype the new content. 4. Play-test. Is your problem solved? If so, then you're done! 5. If your problem isn't solved, go back to step 1 and try again.
  • "I want the player to move a bomb its starting spot into that energy slingshot and use it to blow up a target." "I want the player to slide these blocks around inside a groove and arrange them in a specific order." Both of these Activity Statements, "use the energy slingshot to blow up a target" and "arrange the blocks in a specific order" describe skills that are much more meaningful than the others.
  • For example, here is a simple Activity Statement that could apply to most of the challenges in Portal: "I want the player to use the portal gun to get this block on top of that button."
  • The Activity Statement: "I want the player to command his array of Gadgebots to get him past blockades," in the end, is too vague. It doesn't give enough information to tell whether or not the mechanic will deep enough.
  • This gave way to challenges with very complex Activity Statements like "I want the player to record himself going to that button, which opens a door. Then I want him to play back the recording and, once the hologram hits the button and the door opens, I want him to go through the door." You'll notice clear objectives "go to the button to open the door" and "go through the door" as well as good meaningful skills "record himself" and "play back the recording."
  • "I want the player to move a wacky robot from his starting spot to a button on the floor." "I want the player to move a bomb from its starting spot to a spot in front of that door." "I want the player to move a block from its starting space so that it blocks that laser beam." "I want the player to move an explosive rocket block to that button on the floor." You'll notice that the above statements all clearly outline objectives, but no meaningful skills.
  • Often, in game development, a design that looks great on paper doesn't turn out as well in practice as you'd hoped. It comes across as "shallow" or "flat." Perhaps play-testers, publishers, or peers describe it as "needing more variety" or as "feeling repetitive."
  • Buzzwords to watch for: The game is "a one-trick pony," "repetitive," "or needs more variety." Feedback that can be fixed with these kind of content expansions tends to describe the game as a whole. Players feel they don't have enough different things to do on a global level.
  • Buzzwords to watch for: A given game mechanic is "boring," "repetitive," or "just not fun." Feedback that can be fixed with theatrics improvements usually describes a single game mechanic, but is vague and "touchy-feely."
  • Buzzwords to watch for: A given game mechanic is "too shallow," "too easy," or "flat." Often players will say the mechanic started out fun, but that it quickly got repetitive or boring. It's a good idea to pump up the theatrics when you get feedback like this, but while it might help players tolerate a mechanic for longer, it will only go so far. When theatrics fail, it's time to knuckle down, roll up your sleeves, and get to work on making your game mechanic deeper.
  • Clear objectives are a must if you want to create depth in your game mechanic.
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