Snorwhal was created during the Great Canadian Appathon(GCA) 2014. It was designed to be used on a mobile device. I don’t remember many details about the development but I was part of a small team. It was a weekend-jam which we produced this game straight through the whole thing. The prize was to get the app developed further with the help of a professional software development company. We didn’t win in the end but it was fun nonetheless.
Snorwhal is a game where you play a dreaming narwhal where you have to reach the end of path, dodging urchin mines and collecting balloons to stay afloat. Get hit too many times and you’ll fall. Collect balloons and you can keep yourself afloat. You used the motion sensor within your mobile device to control the dreaming narwhal.
And guess what, it’s a game! A game that took me way too long to make as I was completing it in 30 minute intervals while on the train to work….
It’s a math game where you roll a cube around to create the correct sequential formula to reach the target value, given an initial value. It introduces each of the four main operators (+, -, x, /) through the levels.
The idea was to make a game that people could play on their mobile, that didn’t need an internet connection, and that happened to be educational. I learned later on that it wouldn’t work too well on mobile in its current state, so if I ever work on it again, I’ll have to take a different approach to it.
I used to play this game a ton when I was a kid. No one really knows about it but I remember it came with an old computer we had at home. I liked how relaxing and challenging it was. Listening to the soundtrack now, it’s just weird! But I still like the idea of the game. It was a ton of fun.
Possible layout issues on desktop computers
Some UX issues
Most of the problems related to this project come from the fact that I began designing it as a mobile game that did not require an internet connection and then later on realized that this wouldn’t work on mobile. So please excuse any issues you may find!
WASD or Arrows to move
Pause button changes the camera angle to see the whole play field
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.
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
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.
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.
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 Togetherhere.
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.
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.
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.