A 2D Video Game
Blue
A 2D Video Game
Blue
A 2D Video Game
10-11/2017 ( 5 weeks )
Instructor: John Sharp
10-11/2017 ( 4 weeks )
Major Studio 1 Final Project
10-11/2017 ( 4 weeks )
Major Studio 1 Final Project
Tools: Adobe Illustrator, Unity
Final Presentation: Unity Game
Tools: Adobe Illustrator, Unity
Final Presentation: Unity Game
Tools: Adobe Illustrator, Unity
Final Presentation: Unity Game
Blue is a 2D video game, which tells the journey of a depressed boy.
Blue tries to help depressed players feel better through the connections and interactions with NPCs in the game. It is a game about human connection. The goal of this project is to alleviate the bad emotions and bring a little brightness and positive feelings to their life.
Blue is a 2D video game, which tells the journey of a depressed boy.
Blue tries to help depressed players feel better through the connections and interactions with NPCs in the game. It is a game about human connection. This game is an individual project for Major Studio 1 final and built with Unity.
Blue is a 2D video game, which tells the journey of a depressed boy.
Blue tries to help depressed players feel better through the connections and interactions with NPCs in the game. It is a game about human connection. This game is an individual project for Major Studio 1 final and built with Unity.
Design Challenge
How could I alleviate the depressive emotions of players?
A design challenge emerged ......
How could I motivate them to improve their living habits and engage more social life in reality?
Human connections do affect emotion
Sadness and depression are essential human emotions that we cannot avoid. Dealing with them properly is crucial because it relates to our physical and mental health.
There are several ways to relieve and alleviate these negative emotions, and build a human connection is one effective way. Research shows that social interaction and support, especially emotional support, has been shown to decrease the harmful influences of sad life events on the danger of depression.
In-game interactions affect the player's emotion
Like many other media, the game has the power to impact players’ emotion. Game designers through providing meaningful interactions and offering the space of possibility where the players will explore and cavort, compete and cooperate to, and receive a series of impact on them Among this process, the elemental unit of interactions is the action→outcome unit, and different units develop a more extensive structure of designed interaction. Also, the emotional power of games lies in different choices with consequences in the interaction. When players make their own decisions and experience their results, some emotions which cannot be accessed by other media might be evoked.
Besides, the avatars and NPCs also allow and encourage players to produce meaningful pseudo-relationships, and may further indicate some issues we face in our everyday interaction with others.
We rarely know what and how Otakus suffer.
Different from my other projects, which starts with a design challenge or user pain points, I chose the target audience as my starting point. Based on my hobbies of games and anime, I decided to design for Otakus.
In East Aisa, "Otaku" is almost equivalent to "geek" or "nerd" in the West, but in a more derogatory manner. They usually stay at home and obsess in their interests; they are marginalized and receive little attention from society; as a result, the negative impact they suffer is not so noticeable.
However, I cannot ignore their voices.
We rarely know what and how Otakus suffer.
Different from my other projects, which starts with a design challenge or user pain points, I chose the target audience as my starting point. Based on my hobbies of games and anime, I decided to design for Otakus.
In East Aisa, "Otaku" is almost equivalent to "geek" or "nerd" in the West, but in a more derogatory manner. They usually stay at home and obsess in their interests; they are marginalized and receive little attention from society; as a result, the negative impact they suffer is not so noticeable.
However, I cannot ignore their voices.
A video game about “Human Connection”
Dealing with emotional issues is very challenging. In order to alleviate the bad emotions, I intend to effect depressed players’ emotions with the interactions of “human connection” in a video game. Through surprising and cheering events, I wish to bring a little brightness and positive feelings to users' life.
(Earily Iteration for three different avatars)
(Five stages reflecte motional changes)
(Different settings and color patterns as the game progresses)
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