Bring your emotions together and feel peace. Your emotions don’t have to be in conflict; they can live in harmony.





Reflection is a game about becoming one with yourself. You control two conflicting emotions at once. You must navigate them through a split level, focusing one at a time, both at once, all while avoiding peril. You need to bring peace to your emotions by combining them within yourself.

This game is designed to help people to understand living with their emotions. Emotions can be powerful. Emotions can be overwhelming at times. Sometimes however it is good to be able to control your emotions or at least put them at peace. This game was created to help people realize this.

The theme we went for was simultaneous opposites. As stated before emotions can be opposed at times but this doesn’t mean that we should ignore any emotion. We wanted the player to control both emotions at once to make them see that no emotion is bad but that all emotions should be brought together to make you more whole as a person.


We started by brainstorming ideas. At first, the cards that flipped up had us thinking about a stealth spy game where you have to break into a building, dodging enemies, and collecting information. As we collaborated more the idea began to change towards what we finally created. We mapped the game out as a reflective game where you control multiple things at once, while still dodging enemies and collecting things. Eventually we dropped some things and fleshed out a few others.

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Obviously there were challenges but a lot of things we went too. What went well was that everything seemed to fall together once we got the ball rolling. Nothing was last minute. It all went along at a comfortable pace. However, some of the problems took the luster off an otherwise enjoyable development.

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Brenner, who did the art, had issues with the colour palettes. This was because coordinating all the colours with the different opposing emotions didn’t always harmonize together. At times the colours didn’t match or didn’t look good together so they had to be redone a few times. Every piece of art needed to work and harmonize with other pieces of art to make the whole thing coherent and this took a lot of trial and error.


I also had my own issues with the game though mine were more technical. Game Maker chugged and corrupted my file at one point near the end (Thankfully, I create back-ups occasionally so I was able to pick up not too far from where I was). This was because I brought a gif into the program that was both dimensionally large and had more frames than I think Game Maker is usually used to. When I stretched the animation, as soon as I saw it lagging, I knew something was probably going to go wrong. It did so I made some animations within the system itself. This caused other problems such as objects not following their commands or appearing and disappearing for no reason. Logically it made absolutely no sense why two objects with the exact same commands would act totally different. I tried to cut back on the complexity of these animations and that seemed to make them work better. Also, order in which you place objects matters from a layering perspective!

Both of us had a problem designing the levels. At first we tried to map them out analog but we quickly came to the understanding that it would be hard to visualize everything on paper so we changed to prototyping in Game Maker. Making levels for one player but two different parts was difficult to balance in the end without making it overly difficult or needing to be super precise in timing.


Future Directions:

In the future, it would be nice to polish the game more; polishing the art, designing more challenging levels and more emotions, expanding the story and elaborating on it. Adding new features, more enemies, other forms of obstacles would be pretty cool too.

Making this game to help people was fun but maybe incorporating a psychologist or psychiatrist would make the game more therapeutic. It would be interesting to create a game that people with mental illnesses could play to help them cope with their illness.


Game: (55.05 MB) {May not work on Macs}

Final Assets: (117.81 MB)


Art: Brenner Pacelli De Castro

Programming: Corey Dean

Soundtrack: Apotheosis – Austin Wintory (Journey OST)

Sound Effects created using

Game Created using GameMaker


Update: Door was shown at Vector Game + Art Convergence Festival 2014!

Update: Door was shown at Level Up! 2014! We even got a review! Read it here: 

Experimental Game. Two Players must work together to get through dark levels to reach Door.

Basics: Door is a platforming game projected onto a blackboard. The twist? Platforms are invisible.

Download Link:

Gameplay: Together two players must reach the door. Player uses arrow keys to move the square character, Partner uses chalk to sketch the invisible obstacles onto the chalkboard. Working together, the two can get the square character through all ten doors.


Best Setting: Door is a social game based on communication and teamwork. This is why best played at parties or public events by any demographic of people who are playful and experimental.

Theme: The theme of Door is blankness. The game provides no character, no plot and no game board. Players of Door discover and create the experience themselves leading to a surprisingly vibrant experience. From the blank slate of the black chalkboard, Players creatively design their own game, this is why no two games of Door look alike!

Personal View: The game of Door came from our team’s personal view of the world. Everywhere I look the media is shoving a narrative down my throat. We are sick of the themes and characters and drama and story and bla bla bla!

Door is meant to provide a blank experience which players create themselves.

Video 1


Challenge 1: It is surprisingly difficult to create a simple game. From character design to plot to music we were easily tempted to add details that would add our own personality to the game.

Solution: We had to be very watchful ourselves and each other. As we designed the character we had to strip it of personality. As we created the game music we had to strip it of emotion. Even the objective was cut from “rescuing the Princess” to just getting to the door. Door is just a basic game for complex times.

Challenge 2: Door is a two player game but one “player” is really just there to help identify the level obstacles.

Solution: We play tested our levels to find a balance where both players are needed and work together.

Development Photos:

Brainstorming game concepts.

Brainstorming game ideas.

Cards we chose.

Cards we chose.


Roughly designing some levels.

Roughly designing some levels.


We enjoyed the level making process. See future plans below to learn more.


Testing out the projector.


Testing game play for whiteboards vs blackboards.

Play testing when the game was one player.



Creating the sprite for Square

Creating the sprite for Square

Finished Game:

Screen Shot 2013-10-03 at 10.23.47 AM

GameplayPlaying Door

Screen Shot 2013-10-03 at 10.23.47 AM

Video 2

Video 3

Future Direction:

As we made levels for Door we found the platform placing process very creative and fun. In a future iteration of the game we’d like players to be able to create levels for each other like so:

Player A designs a level. Player B tries to play to the end. Player C uses chalk or whiteboard marker to draw the level map.

With these three game mechanics we’d have a super simple game builder which integrates level design, play testing and aesthetic design into one fun package.

Another goal for the future of this game is to polish it and show it at an Digital Futures fundraising arcade. The social aspects of the game and the highly visible game play make it perfect for a game show!


Connor Campbell

Corey Dean

Jeremy Nir

Software used: GameMaker, GarageBand and iMotionHD.

Site with some sound effects:

Thanks to our game testers: Lewsy, Will, Michelle, Sarah and Ed from home. Various classmates from school.

Soul Run

This is a run for your life, escape your fate game. You made a deal with Death but you don’t want to live up to your end. Jump, collect souls, and escape from Death’s grip!


The game consists of you making a deal with Death for money and immortality. Your character then decides to steal the contract for without it Death has no valid claim on your soul. Your job is to escape from Hell with the contract and not let Death catch you. The mechanics are quite simple but the challenge is very real. You can move and jump with which you collect souls to unlock your pathway forward, however Death is following you at every moment creating a tense environment in which to maneuver.

This game is for anyone who loves a challenge but who can’t spend a lot of time on a game. The only game I can think of that is similar in some fashion (though I’m sure there are many more I’m not aware of), would be certain levels of N+. The simplicity of the game is quite apparent but the challenge is not. You must execute precise timing to complete all the levels and win your soul.



This game was created using a brain-storming method that was created for our class. We had to choose any number of cards and link them, using each one in the game and going from there.


What I wanted to do first was create the concept for the game and then flesh out the mechanics before I really delved into it. So I sketched out some ideas, wrote some notes, and then made a basic run of the game with only the very basic mechanics.


I’ve had a little experience in Game Maker before so I knew a bit about the scripting language (not that I didn’t look online for help, but that I could modify the code to suit my needs) but I also knew a little bit about the drag & drop system. This is probably the hardest thing for me when using Game Maker. I never know whether to use the coding or drag & drop and sometimes I can’t figure out how to make some thing work either way. The logic in Game Maker sometimes makes absolutely no sense to me but I struggled on.


From there I created all the art assets and just plugged them into the game. I knew tile sets were the easiest way to go so I created one of those and used it with a solid object placeholder, but that’s just basic. Once I added all the art you can see that things start to come together. One thing I was happy to figure out though was using Alarms. This allowed me to make basic sequences of events to portray the story in a symbolic fashion without having to create a video and import it (or however you incorporate video into Game Maker).


Another thing I had both trouble with and found myself to be able to overcome and relish in it was creating a believable object with minimal pixels. For the gateway for instance, when I first created it it was very bland. I knew I wanted something eldritch or mystical for it but I didn’t know how to convey it. I tried to create a menacing looking door but that wasn’t working. So I tried a new approach, I looked up symbols and used a 5×3 grid to create them. This turned out better than I anticipated! It’s amazing how well things can be conveyed with such a small amount of pixels. Albeit some things need more pixels but you can still be convincing even without a lot of wiggle-room! I also found that when doing pixel art, shading is vital. You need to give something depth quickly and easily so even a one pixel inner border of a lighter hue or darker shade can make all the difference to a person’s eye.


Future Directions:

In the future I would love to add more levels and possible new mechanics such as sliding or being able to distract Death for a little bit. Making this game made me realize that there aren’t that many chase games in this line, so perhaps, with some more tweaking and experience, I could create a game like this that could be played on someone’s portable device (whether it be phone, handheld game platform or whatever the future holds).


Game: Download Here (4.19 MB) {Update: I’ve been informed this doesn’t work on Macs. So, yeah.}

Note: All sounds were found on YouTube and used without permissions. The sounds belong solely to those who created them and have license to them. (i.e. Square-Enix, CyberConnect2, and/or anyone who owns the sounds).


Everything done by me except the making of sounds. Those belong to their respective creators and owners. I did however cut some sounds down to shorter versions.