dorahong0723-blog
dorahong0723-blog
Dora Hong's Process Blog
44 posts
For school projects in Major Studio. For fan arts & illustrations see doraestel.tumblr.com
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dorahong0723-blog · 9 years ago
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User testing on Playcrafting Expo
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dorahong0723-blog · 9 years ago
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The trailer of my puzzle game "Mary's Nightmare"
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dorahong0723-blog · 9 years ago
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Final presentation slides (Other documentations are coming soon)
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dorahong0723-blog · 9 years ago
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Reflection on short project 2
During the design process, my idea changes a lot. Sometimes I feel it’s really hard to stick on the original one (when I have done a lot on it and time is limited). Especially when I think the second one is better. Sometimes I can’t help moving towards another direction which makes the project and concept wavering. A project without a stabilized is like a tree with too many branches. It barely grows higher even if you try hard to take good care of it. The nutrients are dispersed over other useless branches. To make it work, focusing on one concept is really the first thing I should do for the next project.
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dorahong0723-blog · 9 years ago
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Presentation
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dorahong0723-blog · 9 years ago
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Prototype
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dorahong0723-blog · 9 years ago
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Illustration:
Lack of sunlight & light therapy
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dorahong0723-blog · 9 years ago
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Short project 2 design proposal
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dorahong0723-blog · 9 years ago
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Bibliography:
About the incidents:
Movies:
Elephant (2003)
Zero Day (2003)
Bowling for Columbine (2002)
Webs:
About victims: http://www.acolumbinesite.com/victim/memoriam.html
About shooters: http://www.acolumbinesite.com/end.html
Aftermath: http://www.acolumbinesite.com/aftermath.html
About the mechanic/form of game:
Games:
Steins;Gate
Lifeline
Arcadia
Movies:
Citizen Kane
The Killing
Hateful Eight
Pulp Fiction
Rashomon
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dorahong0723-blog · 9 years ago
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Storyboard & Mechanics: Multi-narrative (pic 1)
Tool: Twine (pic 2)
Form: Web game/text-based interactive story, combined with sound effects
Content: Based on true incident (Columbine High School Massacre)
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dorahong0723-blog · 9 years ago
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Project1--Proposal
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dorahong0723-blog · 9 years ago
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dorahong0723-blog · 10 years ago
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Final Project Slides
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dorahong0723-blog · 10 years ago
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Bibliography
References
1. p5.js reference: http://p5js.org/reference/
2. p5.play reference: http://p5play.molleindustria.org/
3. p5.sound reference: http://p5js.org/reference/#/libraries/p5.sound
4. processing reference: https://processing.org/reference/
5. Python SimpleHTTPServer tutorial: https://github.com/lmccart/itp-creative-js/wiki/SimpleHTTPServer
Precedent & game research:
1. Windosill by Vector Park: http://windosill.com/
2. Vector Park’s personal website:http://vectorpark.com/
3. Cube Escape (by Rusty Lake):http://www.rustylake.com/room-escape-games/
4. Year Walk (by Simogo): http://simogo.com/work/year-walk-ios/
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dorahong0723-blog · 10 years ago
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Reflection & analysis
a. What are the specific questions you are attempting to answer in your prototypes?
Are all the puzzles obvious enough for player to get, but also with a bit challenge?
Can they get the concept and metaphor of childhood, through the elements and images I choose in my game?
b. What the five strengths of your project?
1.Visual part (illustrations, character design, etc)
2.Abundant playing experience (it involves in both visual and auditory elements)
3.Deep thinking and metaphor to childhood
4.Range of audience (both children and adults can play)
5.Easy to get access to (web game, no need for download)
c. What are the five most critical issues for your project?
1.How to design the puzzles to make them reasonable, and understandable by the players without using words.
2.Technical problems: Even though I still find some technical problems, such as things unachievable through the methods I used. Sometimes I have to make a compromise and find another way to achieve the goal. I have to find a balance between sticking on my ideas and compromise&changing method.
3.How to make the metaphor understandable, and build the relation between the puzzles, objects and childhood memories.
4.How to make the inner logic connection between different levels.
5.What thinking and reflection player can get after playing this game.
d. What can you do to address these issues, and to solidify the strengths?
Do a lot of user testings. Don’t say a word, and ask the users about their feelings and thinkings about this game, and see if they will do & think as I expected. Sometimes there are some “surprise” in this process and the users actually generate some interesting new ideas.
e. Can you intuitively ask some new questions?
Should I focus on a specific range of audience? Do I want to keep it simple or add some difficulty? Cause some puzzles I’m thinking about can be difficult to children.
f. What questions need to be answered in order to create a proof of concept prototype?
What will people get through this game? Can it play as a trigger to remind them of the lost memories in childhood?
g. Are you on the right path or do you need to change direction, and if so, how will you do that?
Firstly I used Unity, but after a hard time struggling with all the different functions and languages(C#) I finally decided to give up, and turn to use JavaScript and p5.js(more like Java), which I’m more familiar with, so that I can focus on designing the game and the puzzles themselves.
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dorahong0723-blog · 10 years ago
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Design concept and structures
Statement:
I am creating an adventure puzzle game on web for children and adults who miss their childhood, to evoke a sense of nostalgia and thoughts about the lost memory and imagination in childhood.  
Design concept:
The reason why I choose mouse, is because mouse is tiny. Human is too huge to get into a mouse hole, like we are too old to actually go back into childhood. We can only “peek” into the mouse hole and the tiny box where the whole game is set, like when we recall the far-away memories in our brain. I choose toy mouse over real mouse, because it’s a common toy for children. And many people have the experience that see toys as their imaginary “BBF”, or imagine if their toys & dolls can walk or talk, as if they have lives.
Structure:
The main part of the game have 4 levels(4 rooms), and each of them has a theme:
1.Intelligence development & happiness:
For this room, I choose clown, who usually bring laughter to kids. And I also take the method of puzzle game(missing part, finding things, etc), which is a common game form for children, and also use it to represent the intelligence development.
2. Imagination development
In this level, I want to play with imagination and mix-up of five senses. Children are blessed with excellent imagination. It’s interesting to let a child describe what he/she “sees” in a piece of music, and what she/he “smells” in a picture. So I make the music and notes visible, and also involve sound in the game to provide more abundant player experience.
3. Fear & tears
I think fear, anxiety, sadness and other passive emotions are also an important part of childhood. So I don’t want to ignore them, though most things people recall about childhood are happy things. In this level I design a cat, which is the enemy of mouse, as a “boss” who prevent the mouse from escaping the room. I also design a pair of eyes on the wall. Through this surreal metaphor of eyes I want to convey the abstract concept of sad experience and emotions in childhood. The eyes can blink, and “cry”. The tears will make the flower grow, which means that some beautiful and positive things can grow out of misery and pain. Finally the butterfly “grows” out of the flower will distract the cat’s attention, like all the problems will be solved.
4. Growing up & farewell
The last room is an empty room. Every one is going to grow up some day. And it will be the time to say goodbye to childhood and “imaginary friend”. The mouse can never leave the house, which is full of the surreal things (visible notes, crying eyes on the wall, etc) can never happen in real life. And when player finish the game, and go back into the real world, they may have an emotional moment--like when we usually remember the things in childhood, they always come with a bit sentiment.
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dorahong0723-blog · 10 years ago
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Research on Precedents
1.Vector Park: I did some research about Vector Park (http://vectorpark.com/), who is amazing at creating interesting interaction and animation without words. I found that people get more satisfaction when they find a series of clues step by step, or trigger a set of interaction by themselves without too obvious hints. Which is to say, make player feel that they are smart. That’s the charm of puzzle games. I think I need to make more “series” interactions, or make the answer to a question becomes the clue to the next one.
2.Simogo (Year Walk, Device6, Sailor’s Dream): Every work of them is highly creative. The similarity of all these three game is that each of them has a background story. Player will know the story gradually as they past each level, but they can only learn the whole picture after they pass all the levels as a reward. It also makes the story involved in this game more profound. I’m considering to set a context, a background story to this game, and see if it works well in revealing the metaphors I want to use. And all the 3 games involves in both visual and aural experience. I find it’s interesting and can provide better user experience.
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