Over the summer, I worked on a project for Public Studio, helping them with 3D models. Here are a few of the one I made.
Texture credit goes to Saffron Bolduc-Chiong and Emma Burkeitt.
Dogs of War is a collectible card game I’m currently working on. It’s still in it’s early stages but I hope to get it going soon so that I can play-test it and develop it further.
The overview of it is that each player has three heroes which battle the opponent’s heroes for victory. Actions and equipment are used to augment the play to create dynamic combinations and strategies.
Some sample artwork is below. Please do not use without my permission.
Second Chance is a Live-Action Role-Playing Game (LARP) that was created to be a follow up to another LARP called The Prison. In class, we played a game of The Prison and during it those who got eliminated had nothing to do after the fact. Therefore we were tasked with a making a LARP that worked opposite a game of elimination and could deal with a steady increase in players.
Second Chance is a game where you are asked to take a pill that may or may not take your prior memory, leaving you only with your personality. You are then placed in a room with others and must gain trust to become a model citizen within the society. Those who were opportunists in the original game will have trouble finding favour in Second Chance and will create new dynamics between characters.
Check out the write up here: Second Chance LARP
Second Chance was created with Emma Burkeitt and Saffron Bolduc-Chiong.
Over the summer I did a short contract for Transnomis Solutions Inc. which involved making four 3d models for a traffic tracking software they are creating.
The program can be seen here, though I’ve heard talk of other uses in the future. So we’ll just have to see!
In Second Year, I worked in a group with Siyun (Sisley) Hu, Yanzi (Cindy) Xin, and Yuan Ting (Stephy) Chang for our Inclusive Design class. We went through a series of iterations before our final iteration (Work Together).
At first we tried to make a game which people who were blind could play – so a sound based game. We went through a few iterations and versions of games to play but the main problem was that it was hard for us to tell if the game worked or not.
At this point we asked Steve Engels, a professor at the University of Toronto, who is also a game designer and has worked on Accessible Games before for help. He got us in contact with Daniel Zingaro, a colleague of Steve’s who is blind himself. They helped us tremendously throughout the process.
Our professor, Jorge Silva, gave us critical insight and said our design was not helping anyone. It was safe and would do what we designed it to but how was it changing anything? This got us thinking that what we were doing was trying to solve a problem as opposed to looking at the problem itself and offering a new way to look at it.
Our final iteration was Work Together which let a sighted and non-sighted person play simultaneously together to beat a level within a time limit. You can check out user reviews and suggestions of Work Together here.
The exercise of designing for the differently abled was in all honestly extremely stressful but very rewarding. I don’t think I would do it again any time soon by myself but I would like working on something like this with a group who has greater insight than me. Working on something like this helps you to expand your view of the world and try to think more out of the box when you are designing something.
Final Write-Up: MDP FINAL REPORT
Loneliness was created when I was feeling melancholic and distanced from people. I felt lonely and alone and thought creating a game to express myself might help.
I had originally started the game as a search for collecting friends but they would constantly disappear. When they were all gone, the game would end.
This was the original character design:
However, I changed the goal and made it a game where you tried to escape from being lonely and alone. Either game had no win state as I felt nihilistic and wanted people to experience the helplessness I felt.
How to Play: Arrows = Movement
Both are PC only.
Loneliness (Game): https://www.dropbox.com/s/tfsmqsi0wzq105i/Loneliness_PC.exe?dl=0
Loneliness (Assets): https://www.dropbox.com/s/aljekgfomu6c1q0/Loneliness_assets.zip?dl=0
Alone (Old version): https://www.dropbox.com/s/s5txodb1swnks7t/alone-friends.exe?dl=0
Sketchbook Tag is an on-going art project.
The purpose of the project is to bring artists together and share what is important to those people. By playing a game of tag with a moving sketchbook, artists add an image in any medium they please to the book. The only stipulation is that the image must mean something personal to the artists.
It was created for two reasons: one, most artists don’t like showing their work to others so this way they can make something and pass it off; and two, to bring people who aren’t normally considered artists into the creative fold. The purpose of the project is not to have amazing artwork but rather personal artwork.
Once an artist finishes their work, they give it to another person of their choice. People can even create their own sketchbooks if they’d like by emailing the email below and receiving a number for recording. More information can be found at the Tumblr, Twitter and Facebook pages.