All posts by Faye

Sandwich enthusiast. Eats games for breakfast. Aspires to be a jellyfish.

Assignment 3: part deux

Project 1:

ZODIAC, a flash interactive comic following the lives of a group of serial killers. Each serial killer and their patterns and mode of operations fall under the personality quirks representative of the zodiac sign they belong to.
Operates as an experiment in telling a disjointed narrative with an element of puzzle solving for the reader, through clues given through each character’s storyline. Upon completion of the 12 short story arcs, players will unlock the final answer arc, which wraps up the narrative.

Budget: Est upwards of $500, with $312 going into buying Flash CC for a year, and the rest into sound outsourcing.

Timeline breakdown as follows:
May 2016 – May 2017
Concept: May – July
Story: June – August
Art: July – February
Programming: November – March
Testing: November – March

Project 2:

Re: Imagine, a hack and slash game. Follows the adventures of a boy as he embarks on a quest to recover his lost school items taken by bullies earlier in the day. The game deals with the concept of escapism, with a narrative centring on bullying.



P2 squared

Pitch 1 – $500

1) Observation: Slap anyone hard enough and there will be a lag in reaction time of at least 2 seconds.
2) Money will go into buying materials and parts to build this standing machine. Will have modes + timer for full-auto slapping and push-to-slap.
3) Sole purpose is to slap people so they shut up.
4) Perfect for use on babies so they stop crying. Put cushioned glove on business end to prevent blistering.

Objective: preserve silence when required.
Pros: silence preserved with babies (hopefully).
Cons: people hate being slapped, will also cause more noise in the very near future of 2 seconds.

Pitch 2 – $5mil

Homeless Hostel:
1) Buy an apartment complex/building, renovate and outfit with amenities if not already present.
2) Provide room and board to the homeless in exchange for skillshare and small fee if they decide to work for the hostel. Eg: jobs maintaining the hostel; cooking meals, doing laundry, sweeping the hallways, repairing furniture etc.
3) Collect amenities bills from those who have jobs outside the hostel, based on percentage of person’s earnings.

Objective: give homeless opportunity + shelter
Pros: social progress.
Cons: most likely completely goodwill driven after initial funds dry up. may close within or outside of given time frame, depending on goodwill turnout.

Pitch 3 – Duo

2D Survival Horror:
1) Game based on journalistic integrity and reactionary ethics.
2) Navigate an interview, dig up information on interviewee, decide whether or not to B&E.
3) Make decisions, enter without getting caught, escape intact.
4) Funds going into software and license purchases.



A 2D pixel game based on journalistic nosey-ness and conflict resolution, set in an escape from a serial killer’s house by actually considering smart options to take and not the usual ‘touch everything’ mentality. Because consequences are a thing.


Install a customizable personnel recognition system into all school dormitories that will welcome you home at the door in a voice of your choice (sexy girl, black dude, John Cena, or Tom Hiddleston, if that floats  your boat).


Things people find funny on the internet appear to be arbitrary and contrary in nature. Games as different as Saints Row and Goat Simulator can both be similarly categorised under ‘funny’, and that’s funny.

Saints’ Row is a game about gangland violence, and finds it’s origins in the decidedly unfunny circumstances of gang turf wars, and organised crime syndicates. The writing and dialogue, however, makes fun of itself and employs certain comedic elements in timing.

Goat Simulator is a game about a goat on a mission to headbutt all the things, and to be as disruptive as possible for your own amusement.

The scope of Saints Row is a lot bigger than scope of Goat Simulator, considering the former had been developed with a three arc story structure in mind, and the latter had only a single goal for the player to be as obnoxious as they pleased.

The design philosophy behind Saints Row’s arcing mission structure was to provide players with more freedom in how they interact with the open world. By developing three story arcs, the development team wanted to provide a nonlinear approach by allowing players to progress through the story at their leisure. Adhering to such a design philosophy created a challenge for the team, as they had to balance the open-ended nature of the mission structure with a story progression that felt natural and player-engaging.

The team wanted to synthesise game mechanics together to make the missions, activities and customization options work in tandem. Saints Row developers felt that previous open world games did not reward players for experimenting with the sandbox enough because story progression was siphoned off from free roam gameplay. From this sentiment, the concept of the activities developed; players in Saints Row were encouraged into off-mission content because progression through activities would unlock more story missions.

Whereas Goat Simulator started as a joke prototype from an internal one-month game jam and footage of it’s alpha state generated high amounts of interest and lead to it’s eventual success. The game was released with many glitches intentionally left in, in order to retain it’s appeal. The developers limited themselves to a short development time of four weeks without significant management oversight as to set an urgent but realistic goal to bring the game to a playable state. Support which would let players modify the game, was also added, as the developers were aware that players would likely create levels and scenarios that would glitch and crash the game for humorous results.

tl;dr version:

similarities: bad violent ragdoll physics is apparently very funny, as is random destruction. absurdity of the situation also brings laughter. self-awareness and pop culture references are also very popular because the player can point at it, nod and laugh along, feeling a sort of kinship in the shared joke.

differences: scope wise, SR was better planned and executed, GS just happened one fine day and the internet liked it so here it is. SR was a lot more considered in it’s development and lead up to execution whereas GS grew in a more chaotic circumstance where large amounts of people found it funny, demanded it be released and were obliged.

SR was planned quite carefully. GS grew in an organic way that did not require much planning.

Saints Row

Saints Row is an open world action-adventure video game series created by Volition and now published by Deep Silver, that tells the story of a gang called the Third Street Saints, the title comes from the name of the district of the gang’s home territory. Typically, gameplay is presented in an open world format because of the mixture of nonlinear gameplay with action-adventure and racing sequences. The series is well known for its comedic elements.

Container Houses

The use of containers as a building material has grown in popularity of the past several years due to their inherent strength, wide availability, and relatively low expense. Homes have also been built with containers because they are seen as more eco-friendly than traditional building materials such as brick and cement.

However, there have been concerns about the environmental friendliness of this project.


Hamilton is a musical with music, lyrics, and book by Lin-Manuel Miranda. The show was inspired by the 2004 biography Alexander Hamilton, by historian Ron Chernow. On Broadway, it has received enthusiastic critical acclaim and unprecedented advance box office sales.

Lin-Manuel Miranda decided to pick up a biography to read on his vacation from another musical, In the Heights. At the airport he purchased and began reading Alexander Hamilton by Ron Chernow, a comprehensive biography of Alexander Hamilton’s life, and began envisioning his life as a musical.


is a human construct. And is also something i don’t have a whole lot of.

Time in animation is conveyed through the spacing of images in relation to one another. Images more widely spaced out convey a sense of faster movement, an object passing through in a shorter amount of time.

Semester End Project: Dissonant Harmony

Project: Dissonant Harmony

Original concept post here.

Audience will basically press one of five to six keys (depending on which patch on the computer) from a-h on the keyboard to trigger the sound. (Press z to loop)

The face tracker will then pick up and send the data received from face movement to the sound patch which changes certain aspects of the sound being played such as pitch, playback duration, etc.

The jitter patch we used to generate the visuals was originally made by Naoto Fushimi, called the Audio Reactive Set. Special Thanks.

Done by: Su Hui, Peng Cheng, Ying Yuan (Faye) and Jazlyn.