I will be using this blog post to track the different Unity tutorials I am doing. Roll-a-BallThe first tutorial I started with was Roll-a-Ball through the official Unity Learn platform (https://learn.unity.com/project/roll-a-ball). The tutorial teaches how to create a 3D game entirely from scratch. It was a good introduction to creating simple game objects such as spheres and cubes and assigning them components such as colliders and materials. However this tutorial was very light on coding. Creator Kit: Beginner CodeNext I tackled another tutorial from Unity Learn (https://learn.unity.com/project/creator-kit-beginner-code).
This tutorial teaches how to modify an existing 3D game with code. It introduces functions and classes. and, for example, teaches how to spawn prefab objects using a script. Role: Intern, Accessibility Designer
Team size: <20 Development time: 2 years Find the game here: store.steampowered.com/app/1851720/Dead_Pets_Unleashed/ Dead Pets Unleashed is a management game, where you try to balance finances, social life and mental health while trying to make it big with your band. I worked as an accessibility designer, so I created some guidelines for Triple Topping for implementing accessibility features. I performed user research on content warnings, and developed guidelines for how to best implement content warnings in games. Role: Art Director, Concept & Narrative Designer, Artist
Team size: 6 Development time: 4 months Find the game here: https://tobinerd.itch.io/soror Summary. My role: Artist and puzzle designer Team size: 5. Development time: 48 hours. Play the game here: https://kamipenguin.itch.io/back-together Back Together was developed for Nordic Game Jam 2022. The game was developed based on the themes: sadness and trails. This blog post contains spoilers for the game, so consider playing it first. One unified themeThe art, writing, puzzles and interactive elements were all designed to support the narrative. If you pay attention to how the player can interact with the environment while inhabiting the main character, you can get a hint of who they are. The beautiful home is the property of the woman who lived there, and it is apparent that she took very good care of it. For example, the tells a story about how she carefully trimmed her roses. Meanwhile, the player will enter into her home and destroy every part of it they touch. The rose bush is entirely destroyed for their purposes. How to complete a game in 48 hoursIn order to finish the game on time, we decided to use the simple gameplay mechanics of a point-and-click puzzle game. We also chose to make all the art monochromatic in order to save time. This also let our visual style stand out and kept the visuals unified. It also had the added benefit of making interactive objects very clear by using color coding. In the image below, you can see the sketches we made for the puzzles and the order in which you unlock them. We first brainstormed and sketched out objects that might be in the home and how they might interact with each other. We then prioritized which interactions and puzzles we found most interesting, and we started creating the assets. As we worked on the game, we adjusted according to the time we had left, and we cut some puzzles which were lower on our priority list. We spent Friday on introductions and brainstorming our idea. We made sure to settle on an idea before going home. We voted between 2 ideas, where the other was a snail platformer, but the point-and-click game won 3:2.
We spent Saturday on puzzle design, asset creation, writing, and implementing the primary point-and-click interaction mechanic. We made sure to finish creating assets by Saturday night to leave time for implementation on Sunday. Sunday we put it all together. The final assets were implemented, gameplay was tested, and bugs were smoothed out. Finally, the game was not perfect, but it was playable and narrative was complete. If we had more time, the game might benefit from some adjustments to the game feel. Currently some objects are draggable while others are only clickable, which makes the interaction a bit unclear. More clickable objects and puzzles could extend gameplay, but the narrative fits well within a short experience like this. My role: Tech lead
Team size: 4. Development time: 1 month. Play the game here: https://lionegg.itch.io/julie-in-nature Role: Concept designer & artist Team size: 2 Development time: 48 hours Find it here: https://svenbtb.itch.io/stay "Stay" is a game about showing solidarity for a loved one. You play as Solvej the Bluejay, as she checks in on her partner Lisa the Hummingbird. The gameplay centers around proximity between the characters, so the core gameplay loop lies in listening to the character vent her frustration and then choosing whether to stay and listen or to leave. The game was developed for Stay Safe! Jam 2020. It was developed by me and my partner, Stephen Beaty. We developed the concept, narrative and central game design together. Stephen did the coding and narrative writing, and I did the art. These are some sketches of the concept and characters.
Team size: 2
Development time: 1 month Find it here: https://stephaniebaione.github.io/Imagine_36818/ |
Eva ChristensenGame designer, artist and game researcher. Specialized in inclusion and accessibility. ArchivesCategories |