Assignment 3 Part 2

Project 1: Game Installation

For my individual project, I am looking to create an installation based on games, an expansion from a previous idea called Game Face.

It is commonplace for players to record themselves while they’re playing a game and post it online, or even live-stream their adventures on twitch. We watch them react to situations in the game, and we can comment on them, but that’s about the furthest point we can reach when it comes to influencing them. Words.


This lead me to think about how it would be different if you were in a space where you are not merely playing a game and reacting to it alone, but there was others watching you, and responding with you? How would this change anything?

This project focuses on how we react to games and the emotions that they evoke. Anger from a difficult level, happiness from passing one, or perhaps, nothing at all? In this installation, I propose to create a display where a person will be playing a game, and the emotions he experiences will be reflected on a separate screen, with the video loops of several other players feeling the same emotion as himself.


The final installestion will be set up in this manner:

1 game console, 1 video camera, 2 screens (1 game screen, 1 video loop screen), 1 player

While a player is engaged in a game, a video camera will be recording his face and determine the emotion he is experiencing, from there, a selection of videos based on his expression will play in a loop on a screen above the game screen. For example, if he is experiencing frustration or anger, a series of videos of people reacting angrily to a game will be played in a loop. If he is calm or has a very neutral expression while playing, a series of calm players will be played.


Screen Shot 2016-04-14 at 2.28.57 am

Gantt Chart

Screen Shot 2016-04-14 at 2.40.06 am


Project 2: Isometric RPG (Pair)

For my pair project, and my ideal FYP, I will be working with Darryl.

We are looking at creating a video game that focuses on action and strategy.

The inspiration for this game comes from traditional 2D pixel games that were played during our childhood, long before AAA games came into the market. In fact, there are still many pixel games that are still being developed today. It is a timeless and irreplaceable form of art.

The game will revolve around placing points, called Totems, around the map which will act as beacons. The space created by placing these totems will cause different effects based off the type of totems placed. When two totems are place, a single line of action will occur. When three are placed, a triangle is formed to create an area of effect. The type and combination of totems placed will create a different effect. The totems come in 3 types, attack, defence, and support.

The game will also encompass a strong narrative in order to give the game a good flow. The game and the narrative is set in a sci-fi fantasy realm, with the protagonist being a mysterious man who doesn’t know who he is, and the only things he has in his possession are his totems.

Premise: A man wakes up in the middle of the desert and he can’t remember his name. The only things he has in his possession is a poncho, and 3 mysterious totems in his pocket. He wanders to look for food and shelter and he stumbles upon a hermit living in a yurt. He shares his story with the hermit and reveals the totems in his pocket. The hermit, recognising these totems, teaches the man to use them.

We are looking to use GameMaker Pro to program the game, and Photoshop to create the necessary game art.

While most of our equipment is without cost, we will be looking at outsourcing the sound design for our game to create relevant and high quality music, environmental sound, and sound effects.


Screen Shot 2016-04-13 at 12.42.03 pm

Gantt Chart





Guest Lecture: Justin

The guest lecture with Justin was a really good experience and it really opened my eyes to the reality of the gaming industry. As much as it sounds fun and exciting to be a part of the industry, Justin also tells us that there is a lot to think about and that there is a lot more that is required to do in order to have a game take off the ground and for it to succeed.

In ADM we are taught to rely mostly on ourselves and the members of our team and to rely on each other’s strengths and weaknesses, we aren’t really taught how to deal with budgeting in the real world, as well as getting others to look at our idea (besides our professors), and have it developed further.

He also exposed us to the different aspects of creating a game, the art, the design, and the programming. While game designers readily understand the difference between art and design in games, it was still refreshing to have him talk about the key difference and why one tends to be more essential and of greater importance and prominence in the success of a game as compared to another. His analogies also allowed me to open my mind to different ways a game can be made, and that I did not need to stick to the ideals and the standards that society or the industry have set.

Perfect Pitch Part 2

  1. For my first idea, I had proposed to make an riddle based escape room. I would potentially keep the same idea, but as an individual project it would be a bit more difficult. So, individually I would develop it as more of a simple maze type game which would require the player to find their way out of a maze while battling a timer/darkness that follows them from behind. At the same time, they will have to tactfully avoid creatures that would kill the player in the maze. I would use Unreal Engine for the programming, Maya and Mudbox for the game assets.1.001
  2. If I could develop my solo idea into a big project with multiple people on board, what I would do is open up the project to more people, whereby people can readily add their own content into the game. Therefore, what would happen is that there would be a base game where a room is set up and the player must find their way out of the room by solving riddles or finding clues to unlock the door while facing an impending darkness. Other people will be able to create their own rooms and add them to the game, as well as add to the maze portion of the game. With an extended budget and timeline, I believe that I can have people manage the quality of the added content as well as to maintain the intense programming required to run this system.1.002
  3. As for the pair project, I propose to create a 2D survival game. Most survival games are 3D based games, so I think a 2D pixel based survival game would be refreshing. The game will also be driven narratively rather than open-world sandbox.3.001