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
Blind Pac-Man: PC / Mac
Cube Dodging: PC / Mac
Test Walls: PC / Mac
Work Together: PC / Mac
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. Neither game had a win state as I felt nihilistic and wanted people to experience the helplessness I felt.
The newer character design:
How to Play: Arrows = Movement
Both are PC only.
Loneliness (Game): Download Here
Loneliness (Assets): Download Here
Alone (Old version): Download Here
This was done as a gift for three of my friends for Christmas 2013. I, however, got very sidetracked and did not complete it until the summer of 2014. I showed them the gift at our yearly cottage trip and while there were a lot of bugs it was well received.
I had started this game using GameMaker before I learned Unity so I think that attributed to a lot of the bugs but it was also a good refresher on how to use the program.
As I was side-tracked a lot, I ran out of time to finish my original vision, therefore I had to reuse sprites and rush things. All in all, I would not make a game for friends for Christmas again.
I wanted to make each level unique to the person it was to represent (minus myself) and they are as follows:
Steve: Platformer where you have to use a compass to find the item in the level.
Adam: Sneak and infiltrate your way through the lasers to unlock the doors.
Corey (me): The game creator and only appears in the intro/outro.
How to Play:
All: Arrows = move/jump
Steve: no other controls
Adam: Space = move slower, C = push button
Greg: Q = hold to aim up, C = shoot
PC only: Download Here
You must save the world like many before you….but perhaps this time, it’s not the best idea!
End Game+ was made for TOJam 9 with the theme of “After YOU!”.
When I heard the theme, I wanted to do a different take on the classic RPG trope of you vs. evil. I thought, what if after killing the end boss, everything went to hell? I think in classic RPGs the reliance on a good vs. evil dynamic is tantamount and so I didn’t feel like sticking to that dynamic so closely. I tried to keep it light however and I hope people who play it enjoy the experience.
Since I made the game by myself (minus the sound and a bit of programming work), I was heavily strapped for time during the whole jam and therefore couldn’t bring the final project as far as I had hoped. However, I focused on making the main idea come through and while it might not be completely transparent due to the lack of story arc, I think it still works well.
I have a usb classic Nintendo controller so I mapped the controls to it for another layer of presentation, however, if you don’t want to deal with that the controls are listed with the download information.
Programming help: Jord Farrell
Sound: Lucas Branco
How to Play: Arrow keys = move, Space = jump/select
PC Only: Download Here
RGBeats was done for the Global Game Jam 2014 (completed in Toronto). I completed it in a team with Jord Farrell, Alanna Predko, Saffron Bolduc-Chiong, Emma Burkeitt, Marishka Zachariah, Lucas Branco, & Brenner Pacelli.
The theme for the year was “We don’t see things as they are, we see them as we are.” With this theme, we immediately decided that we wanted to use colours. So we tried to make it that the little TV guy could only interact with the colour they see.
PC: Download Here
Mac: Download Here
This game was done as a contract for Quality Allied Elevators. I worked on the art assets for the game.
The game played as a “Push your luck” type game where you would select a floor and then get a prize for each floor you visited. I believe it was shown at trade shows where you would then get the prize shown but I’m not fully sure about this.
This is the model for Goldilocks from the upcoming game Bearly Made It that will be shown at Level Up Showcase 2014. The model was made by me and the texture was done by Yana Vorontsov.