Interacting with the grandfather
Landscape of the memory
Faded Memories is the culmination of my final year thesis project from OCAD University.
Faded Memories is a first-person exploration game where you visit your grandfather in a nursing home to learn more about their past. You experience the memory from the grandfather’s eyes.
In addition to the game itself, a full written report was produced as part of the requirements of the project. It covers research, inspirations and projected paths that the game can take. I have included a link to download this report here: Faded Memories Thesis Report.
This project is close to my heart as I never got to know my grandfathers’ pasts due to them suffering from Alzheimer’s Disease. In creating and playing this game, I felt that I got to connect with them in a way I wasn’t able to when they were alive. Countless tears were shed over the game and I hope that anyone else who has dealt with a similar situation will feel open to discuss it with others.
I’m hoping to continue developing the game in the future. If you are interested in following it’s progress, let me know on Twitter.
To play the game, download a copy here:
The controls are WASD to move, mouse to look, and left mouse click to interact when prompted.
Good Will Haunting is a game created between the University of Toronto and OCAD University students. In the game, you control a ghost who must get everyone else out of a burning building so that you can live in the afterlife in peace. You want them out because you do not like sharing your haunting ground and want to stay as the solitary ghost in the region.
You can scare people, possess objects and dead humans, all the while dodging enemy ghosts! Solve the puzzles to get the humans out of the house dead or alive because as long as they aren’t there, their ghosts can’t haunt the same space.
Good Will Haunting was shown at the Level Up! Student Showcase 2015.
UofT students: Timothy Chu, Lingfei Gao, Cio Tang, Amy Yang
OCADu students: Corey Dean, Tiffany (Tee) Ng, Jungjoo (JJ) Yang
Try it for yourself HERE
This game was made during the Global Game Jam 2015 in Toronto with Jord Farrell and Marishka Zachariah. As it was done for the Global Game Jam 2015, it was completed over a weekend of coding, art making and jamming.
In this game you play a character who has multiple gods vying for your devotion and attention. It is up to the player to choose which to follow and worship.
Play it online HERE
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.
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