Hacker is a location-based mobile game. This is a 3v3 mobile game with secret team loyaltiess. The team with the most successful cyberattacks against the other team wins. Designed for college students a variety of skillsets, players may use physical abilities, social deception, and/or strategic intellect to win the game. It is first being built for iOS, using Mapbox on USC campus, to be demoed in May 2020.
I wish to play a live action player elimination game with my friends on the college campus. Since the beginning, I wanted to create something that all of my friends could play, regardless of their physical abilities, and I wanted the game to be easily accessible to them. Therefore, I set out to create this free-to-play mobile game for college friend groups, where players use deception, social deduction, and intellect to win. Hacker is inspired by the card games Mafia and Werewolf, so although our game is competitive, collaboration is at its core. Studying many games from FPS and RTS to child play, we think we are coming up with something that is perfect for our player base. Conceptualized in September 2017, we are now Team Hackerbird, a USC Games Advanced Game Project 2018-2019 team with many passionate developers. Here is a sample of my early playtest reports.
Here is a demo video I made for its intial pitch.
This is the game overview document for AGP that I pitched to AGP faculty back in February 2018.
My game was greenlit in April 2018 with a proposed team (which has completely changed since then).
This is our midterm presentation from 10/18/2018, detailing our thought process in our game mode development so far. One of the issues we addressed is that our game was unequally fun for different roles. Our original V1 game was more fun for Hackers while in V2, Agents had more fun. Our midterm presentation also explains our current focus on communication of the gameplay. The next step is to make some decisions to clarify the objective of our game and to emphasize moments of the game we want to highlight.
This is our alpha presentation from 2/1/2018. We discovered that with early paper prototype testing and concentric design, the core of our game is fun! Now we have shifted our focus to usability, clarity, and feature improvements towards Beta. We are successful once we make our game easy to understand for our intended audience and the players at USC Games Expo in May 2019!
Here is our current Master Game Document with most recent visuals and design (as of January, 2019).
One Hand Clapping was the best selling game on itch.io and was nominated for Unity's best student game. I worked on this singing platformer game as a concept artist. I created more than 40 different rough concepts for environments and characters. Here is a link to the game.
I was an animator for both characters at 0:35 - 0:39, wolf bite and robot dysfunction animation.
Chrysalis was also nominated for Unity's best student game in 2018. I was the main game designer/level designer on Chrysalis. I designed the main levels and drew concept art for the three main corridors of the game. The game design documentation can be found by clicking on each picture. Here is a link to the game!
Daisies is a drawing and gifting-giving game I created meant for others to get through tough times. An attempt to mitigate depression for players, and an experiment to design a game towards peace. Here are my playtest reports and an essay detailing my goals and thought process for making this game.
I was a producer, game designer, the and sole artist for Call of the Moon. It is a role-playing game immersed in Lovecraftian horror.
All of our playtesters erupted in fits of laughter while playing this game! Here are the instructions.