Our design process was done my everyone proposing different ways to implement mechanics. We then discussed which ones would achieve the goal of the project the best. We focused on what design decisions would help the player just want to explore around and poke everything they see.


I focused on programming modular interactions so that all assets could at least have base level interactions if we had to scope down (which we did). I also programmed the poke controller which would send the poke event to the objects.

As the level designer I made sure the space of play was filled with objects that would pique the players interest and desire to find out what happens if they do poke it. One of the things that shocked me the most was how much time people would spend on very simple interactions. For example we had a nearly empty ball pit and if the player poked a ball in it, it would duplicate, some players would spend 10 minutes just poking balls as they worked towards filling the ball pit up.

I wanted the level to be set in a museum as most people have the common knowledge that it's not okay to touch things in a museum, only look. This premise created intrigue in player's as they were doing something they couldn't in real like, poke the Mona Lisa. To start of the level they start Infront of a sign that says "Please do not touch the Exhibits", they must poke this sign to make it fall over so they can enter the museum. This immediately conveys the premise to the player.

See Other Work

Our design process was done my everyone proposing different ways to implement mechanics. We then discussed which ones would achieve the goal of the project the best. We focused on what design decisions would help the player just want to explore around and poke everything they see.


I focused on programming modular interactions so that all assets could at least have base level interactions if we had to scope down (which we did). I also programmed the poke controller which would send the poke event to the objects.

As the level designer I made sure the space of play was filled with objects that would pique the players interest and desire to find out what happens if they do poke it. One of the things that shocked me the most was how much time people would spend on very simple interactions. For example we had a nearly empty ball pit and if the player poked a ball in it, it would duplicate, some players would spend 10 minutes just poking balls as they worked towards filling the ball pit up.

I wanted the level to be set in a museum as most people have the common knowledge that it's not okay to touch things in a museum, only look. This premise created intrigue in player's as they were doing something they couldn't in real like, poke the Mona Lisa. To start of the level they start Infront of a sign that says "Please do not touch the Exhibits", they must poke this sign to make it fall over so they can enter the museum. This immediately conveys the premise to the player.

See Other Work

Our design process was done my everyone proposing different ways to implement mechanics. We then discussed which ones would achieve the goal of the project the best. We focused on what design decisions would help the player just want to explore around and poke everything they see.


I focused on programming modular interactions so that all assets could at least have base level interactions if we had to scope down (which we did). I also programmed the poke controller which would send the poke event to the objects.

As the level designer I made sure the space of play was filled with objects that would pique the players interest and desire to find out what happens if they do poke it. One of the things that shocked me the most was how much time people would spend on very simple interactions. For example we had a nearly empty ball pit and if the player poked a ball in it, it would duplicate, some players would spend 10 minutes just poking balls as they worked towards filling the ball pit up.

I wanted the level to be set in a museum as most people have the common knowledge that it's not okay to touch things in a museum, only look. This premise created intrigue in player's as they were doing something they couldn't in real like, poke the Mona Lisa. To start of the level they start Infront of a sign that says "Please do not touch the Exhibits", they must poke this sign to make it fall over so they can enter the museum. This immediately conveys the premise to the player.

See Other Work

Game Designer, Level Designer, Programmer

Poking

Tools: Unity | Team: 6 People | Timeline: 4 Days

Game Designer, Level Designer, Programmer

Poking

Tools: Unity | Team: 6 People | Timeline: 4 Days

Game Designer, Level Designer, Programmer

Poking

Tools: Unity | Team: 6 People | Timeline: 4 Days

Summary

• Facilitated Design Discussions.


• Designed what objects to be poked and how they would react.


• Design the museum level to intrigue players with its contents and to invoke a sense of curious play.


• Programmed NPC AI and ragdoll physics.


• Programmed Poke Controller and all the interactable objects.

Project Goals

For Sheridan's Winter 2023 Design Week, I was placed on a team with random people, and we were taking with creating a game that explored underexplored actions. Our vision was to make a project that looked at the intrinsic fun of touching things, some of which are not meant to be touched. 

LINK TO GAME

Summary

• Facilitated Design Discussions.


• Designed what objects to be poked and how they would react.


• Design the museum level to intrigue players with its contents and to invoke a sense of curious play.


• Programmed NPC AI and ragdoll physics.


• Programmed Poke Controller and all the interactable objects.

Project Goals

For Sheridan's Winter 2023 Design Week, I was placed on a team with random people, and we were taking with creating a game that explored underexplored actions. Our vision was to make a project that looked at the intrinsic fun of touching things, some of which are not meant to be touched. 

LINK TO GAME

Summary

• Facilitated Design Discussions.


• Designed what objects to be poked and how they would react.


• Design the museum level to intrigue players with its contents and to invoke a sense of curious play.


• Programmed NPC AI and ragdoll physics.


• Programmed Poke Controller and all the interactable objects.

Project Goals

For Sheridan's Winter 2023 Design Week, I was placed on a team with random people, and we were taking with creating a game that explored underexplored actions. Our vision was to make a project that looked at the intrinsic fun of touching things, some of which are not meant to be touched. 

LINK TO GAME

Game Designer | Level Designer | Programmer

Game Designer | Level Designer | Programmer

Game Designer | Level Designer | Programmer