OTHER CREATIVE WORKS
(In Chronological Order)
ARCANA
December 2016
Arcana, final game group project.
Position: leader, game designer, playtester and game document writer.
A non-digital and intense social narrative game of coopetition played by two to eight players, Arcana is a high-fantasy-themed, Dungeons & Dragons meets Mario Party inspired board game. Players choose from a selection of distinct characters to play, and embark on an adventure set in the treacherous land of The Silver Isle. By strategically casting abilities through dice rolling and stacking, players engage in a myriad of battles, becoming ever more powerful as they gain items, and amass glory to ultimately unlock the coveted chest.
Produced for “Intro to Game Design” course in the Game Design B.F.A. program, New York University, New York, United States.
"DUNGEONS & DRAGONS - CRITICAL PLAY REPORT"
December 2016
“Dungeons & Dragons – Critical Play Report”, 785-word report.
Position: player and writer.
Critical play report about the differences that sets the fantasy tabletop role-playing game, Dungeons & Dragons, apart from massively multiplayer online role-playing games (MMORPGs).
Produced for “Games 101” course in the Game Design B.F.A. program, New York University, New York, United States.
JOURNEY BACK HOME
November 2016
Journey Back Home, Unity programming final solo project.
Position: programmer and game designer.
A platformer (video game) about an alien’s attempt to journey back to its home planet by ultimately jumping into a portal, but encountering traps, enemies, moving platforms and collectibles along the way on this unfamiliar planet. This video game contains a health system, lives system, checkpoint system, User Interface (UI), sprite animations, sound effects, music, and is created using the Unity game engine in the C# computer programming language.
Produced for “Intro to Programming for Games” course in the Game Design B.F.A. program, New York University, New York, United States.
BREAKOUT CLONE
November 2016
Breakout Clone, Unity programming solo project.
Position: programmer and game designer.
A clone of the classic video game, Breakout, with a paddle controlled by the player that moves horizontally, and a ball that bounces back and forth between the paddle and the walls or colorful bricks, created using the Unity game engine in the C# computer programming language.
Produced for “Intro to Programming for Games” course in the Game Design B.F.A. program, New York University, New York, United States.
HOUSE DESIGN IN UNITY
November 2016
House Design in Unity, Unity programming solo project.
Position: programmer and designer.
A colorful house design situated on a distinct planet, with pink soil, snowy mountains, a dark blue sky dotted with animating stars, and a planet in the background, created using the Unity game engine in the C# computer programming language.
Produced for “Intro to Programming for Games” course in the Game Design B.F.A. program, New York University, New York, United States.
BOX WALK
November 2016
Box Walk, intervention game group project.
Position: game designer, playtester and game document writer.
A fascinating non-digital intervention game that can be played by up to 8 players at once, based on people carrying colored boxes around the NYU Game Center while assuming unique body positions, which allows people going about their ritualistic lives to notice those playing this game. In other words, it allows people to focus their attention away from their routine doings to someone who they may never have noticed otherwise, and potentially be curious enough to try playing this game themselves. if you decide to play, you may not tell anyone what you are doing or why you are doing it, to attract others’ attention and curiosity in you and your actions.
Produced for “Intro to Game Design” course in the Game Design B.F.A. program, New York University, New York, United States.
KUNG FU BUSTLE
November 2016
Kung Fu Bustle, narrative game group project.
Position: game designer, artist, playtester and game document writer.
A non-digital competitive card game of intense strategy played by 2 players, with themes and elements that borrow from the martial arts action comedy film, Kung Fu Hustle, set in Shanghai during the 1940s. Played on a table using three types of cards, each player attempts to use their combination of hero cards and ability cards to flip the most disciple cards to their side in a frantic struggle of power before the game ends when both players run out of cards in their deck.
Produced for “Intro to Game Design” course in the Game Design B.F.A. program, New York University, New York, United States.
"GRAND THEFT AUTO V - CRITICAL PLAY REPORT"
November 2016
“Grand Theft Auto V – Critical Play Report”, 663-word report.
Position: player and writer.
Critical play report about the skills that players can improve upon when playing the video game, Grand Theft Auto V.
Produced for “Games 101” course in the Game Design B.F.A. program, New York University, New York, United States.
"HEARTHSTONE - CRITICAL PLAY REPORT"
November 2016
“Hearthstone – Critical Play Report”, 535-word report.
Position: player and writer.
Critical play report about how the digital format of the collectible card game, Hearthstone, is an enhancement to the genre that historically consisted mostly of physical versions, by improving the player experience in various aspects.
Produced for “Games 101” course in the Game Design B.F.A. program, New York University, New York, United States.
"STARCRAFT 2 - CRITICAL PLAY REPORT"
November 2016
“StarCraft 2 – Critical Play Report”, 590-word report.
Position: player and writer.
Critical play report about the reasons why in the video game, StarCraft 2, the concept of fair play is lost with the strategies and uncertainties that come with playing in a three-player game of the game mode, Free-For-All.
Produced for “Games 101” course in the Game Design B.F.A. program, New York University, New York, United States.
GET RECT
October 2016
Get Rect, Processing programming midterm solo project.
Position: programmer and game designer.
A video game requiring the player to click on different rectangles before they move out of the screen, with switching game states/screens (including a start menu screen with instructions, a play screen, and an end screen), with a background that is constantly changing into random colors, and with seven levels in total that increase in difficulty (players will only progress onto the next level if they succeed on the current level, or else they will start over on level one), created using the Processing integrated development environment (software application) in the Processing computer programming language.
Produced for “Intro to Programming for Games” course in the Game Design B.F.A. program, New York University, New York, United States.
"CALL OF DUTY: MODERN WARFARE 2 - CRITICAL PLAY REPORT"
October 2016
“Call of Duty: Modern Warfare 2 – Critical Play Report”, 586- word report.
Position: player and writer.
Critical play report about the skills needed to excel in the multiplayer mode of the video game, Call of Duty: Modern Warfare 2.
Produced for “Games 101” course in the Game Design B.F.A. program, New York University, New York, United States.
"SPACE INVADERS - CRITICAL PLAY REPORT"
October 2016
“Space Invaders – Critical Play Report”, 583-word report.
Position: player and writer.
Critical play report about the reasons why in the original Atari 2600 version of the video game, Space Invaders, the gameplay is much more rewarding and the experience is much more engaging than in the computer emulator version found online.
Produced for “Games 101” course in the Game Design B.F.A. program, New York University, New York, United States.
WRATH DIGITAL GAME PITCH
October 2016
Wrath, individual digital game pitch.
Position: game designer, researcher, and presenter.
A digital game pitch of Wrath, a PC game (an idea of mine) of absolute destruction and frantic defense. A real-time strategy god video game where you compete online against another player by manipulating the land, lava and water to destroy their city without mercy, while at the same time protecting your own against their devastation. The pitch is accompanied by a presentation, and delves into the aspects of this game’s platform, audience, theme, genre, and gameplay.
Produced for “Intro to Game Design” course in the Game Design B.F.A. program, New York University, New York, United States.
"ZORK - CRITICAL PLAY REPORT"
October 2016
“Zork – Critical Play Report”, 555-word report.
Position: player and writer.
Critical play report about how in the video game, Zork, knowledge is power, and with experience and knowledge, one can eventually overcome the game’s challenges.
Produced for “Games 101” course in the Game Design B.F.A. program, New York University, New York, United States.
GASTOWN WAR RIG: FURY ROAD
October 2016
Gastown War Rig: Fury Road, social game group project.
Position: game designer, playtester and game document writer.
An intense non-digital race game played by four players, which brings out social interaction by rewarding coopetition. Played on a table using cards and player pieces, each player attempts to move onto the finishing grid first with their player pieces on cars in a strategic manner by using action points to move player pieces and cars, all the while kicking each other off cars and trusting each other to use the Gastown War Rig to rain destruction upon others.
Produced for “Intro to Game Design” course in the Game Design B.F.A. program, New York University, New York, United States.
SABOTAGE
September 2016
Sabotage, abstract game group project.
Position: game designer, playtester and game document writer.
An intense non-digital race game played by three players, which combines competitive and casual play by rewarding asymmetrical gameplay. Played on an elliptical gridded board, each player attempts to frantically cross the finish line first with their game piece by rolling dice and using special ability cards to sabotage each other’s progress.
Produced for “Intro to Game Design” course in the Game Design B.F.A. program, New York University, New York, United States.
"GO - CRITICAL PLAY REPORT"
September 2016
“Go – Critical Play Report”, 541-word report.
Position: player and writer.
Critical play report about the skills needed to become an expert player in the board game, Go, and the strategies to improve those skills.
Produced for “Games 101” course in the Game Design B.F.A. program, New York University, New York, United States.
"NARRATIVIZATION IN GRAND THEFT AUTO V'S PRE-LAUNCH ADVERTISING CAMPAIGN"
November 2015
“Narrativization in Grand Theft Auto V’s pre-launch advertising campaign”, 3009-word essay.
Position: researcher and writer.
IB Extended Essay about how Rockstar Games utilized a narrative approach in its pre-launch advertising campaign to create brand awareness for Grand Theft Auto V.
Produced for the IB Extended Essay in the subject of English A, Western Academy of Beijing, Beijing, China.