Blind Games Bundle

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.

Downloads:

Final Write-Up: MDP FINAL REPORT

Blind Pac-Man: PC / Mac

Cube Dodging: PC / Mac

Test Walls: PC / Mac

Work Together: PC / Mac

Loneliness

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: character

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: idleF5

How to Play: Arrows = Movement

Download:

Both are PC only.

Loneliness (Game): Download Here

Loneliness (Assets): Download Here

Alone (Old version): Download Here

Sketchbook Tag

2_writeMessage 4_pasteRules&Number

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.

Email: sketchtagbooks@gmail.com

Tumblr / Twitter / Facebook

Marry Me! Engagement Ring Dispenser

The Marry Me! Engagement Ring Dispenser is an object from a future where polygamy is accepted and everyone has as many wives/husbands as they desire.

This was created for school using cards from The Thing From the Future as a set of prompts. This was an exercise in bringing something that could exist in the future into the present and seeing how people would react to it.

My product is for the polygamist on the go who sees the next love of their life. See that new love? Don’t despair! With Marry Me! Engagement Ring Dispenser you’ll never be at a loss for a ring to give to that special someone.

After creating it we had to get strangers to react to it, so I hit the street and got people to act in a faux commercial for me. That commercial will never see the light of day again if I can help it (as it was a wholly embarrassing experience). The strangers I got to participate seemed willing to help but the question of whether it would be widely accepted I think was avoided for reasons of it being abnormal.

Product Shots:

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In the field:

InTheField2 InTheField1

PDF Summary: Marry Me – Corey Dean

Special thanks: Timothy Martin (for recording and directing me on the whole embarrassing experience)

X-Mas Gift 2013

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_idle1 Steve: Platformer where you have to use a compass to find the item in the level.

Adam_idle1 Adam: Sneak and infiltrate your way through the lasers to unlock the doors.

Greg_idle1 Greg: Shoot-em-up.

Corey_idle1 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

Download:

PC only: Download Here

End Game+

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.

TitleScreen1Instructions

Player_Idle1FinalBoss_Idle1 FinalBoss_MagicSheet

Special thanks:

Programming help: Jord Farrell

Sound: Lucas Branco

How to Play: Arrow keys = move, Space = jump/select

Download:

PC Only: Download Here

RGBeats

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.

TitleShotRG_Lose_4

Game:

PC: Download Here

Mac: Download Here

Logos – Old Work

These are some logos I’ve designed in the past.

Graydon Hall Apartments

This was part of an animation I made that would be shown on their website. The animation was a little trippy and psychadelic but the final logo I feel gives a feeling of peace and comfort.

Graydon Hall Logo

Shower Tower Logo

The Shower Tower was named O’Natural and looking through old files I found the logo design for it. Luckily 3D modelling this wasn’t a massive pain and required only a few tweeks.

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Quality Allied Elevators

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.

Title with Destination floor board13 Closed Elevator Doors6 Open Elevator Doors3