THE DESIGNER LEE
  • Dev Projects
    • D&D Beyond Dice
    • Bottles
    • ASCEND
    • Way of the Wolf
    • Linger
    • River
    • Cryptid
    • Falcon
  • Game Art
  • Experience Design

Prototyping

​Below are some projects I've worked on where prototyping and design challenges characterized the experience!
Click on the image to jump to a project, or scroll through to learn about them all.
 

Bottles

Tools: Unity, Maya, built for Android/iOS
Timeline: weekly builds for team review over 8 months
Goals: Create a tilt controlled 3D mobile platformer playable with one hand and involving rotating environments.
Challenges: Using multiple tilt axes required too much dexterity from target audiences. Rotating environments created confusion and visually blocked players. 360 vertical rotation of environments uprooted traditional level design challenges, as height no longer became an element in traversal.
Modifications: Combination of gesture and device tilt inputs achieved the target sensory input, and conditionally transparent objects with player outline clarified navigation. Blocked zones of the bottle dependent on other narrative conditions being fulfilled kept gameplay from relying on dexterity and twitchiness, and instead observation and experimentation.
 

WIP Gecko Game

Tools: Unity
Timeline: weekly builds for supervisor review over 3 weeks 
Goals: Create a movement system to mimic small reptile maneuverability.
Challenges: Attaching and dismounting geometry was twitchy, players got disoriented and lost perspective when on larger objects.
Modifications: Players have separate input for mounting new geometry for finer control. Working on implementing new camera system to reduce nausea and assist in navigation.
 

VR Wolf Experiment

Tools: Unity, Vive 
Timeline: weekly builds for supervisor review over 6 weeks
Goals: Test viability of high contrast art styles in a VR headset. Create a horror experience with observational inputs only.
Challenges: Stylization complicated spatial understanding, and lack of perspective dampened emotional reaction. 
Revisions / Modifications: Constructing the environment to provide size and distance references, as well as blind spots for the players, creating significant proximity and anticipation anxiety (which is what I wanted, I promise!)
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Forest Walker

Tools: Unity, built for Android
Timeline:  weekly builds for supervisor review over 3 weeks 
Goals: Create a top down traversal game using mobile gyroscope inputs
Challenges: Turning the phone away from the player in any direction provided less visible screen space and information
Revisions / Modifications: Tilting in a specific direction also tilted the camera to look further in that direction, providing more information. This provided perspective and information, but also vertigo that needed to be tuned.
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Tender

Tools: Unity, Maya, Photoshop
Timeline: weekly builds over 5 weeks
Goals: Build a game that evoked a feeling of full body vulnerability and intimacy while completing tasks. 
Challenges: Learning button inputs and familiarity with controller provided a layer of casuality, and didn't involve enough of the body.
Revisions / Modifications: Instead of traditional inputs, players stood and laid their hands on a platform and tilted in different directions to affect rotational input. 
Efficiency: Built a platform using a book cover and an old canister, attached with a cover to a DUALSHOCK thumbstick. No code was modified in the alternative controls iteration, but experience goals were hit.
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  • Dev Projects
    • D&D Beyond Dice
    • Bottles
    • ASCEND
    • Way of the Wolf
    • Linger
    • River
    • Cryptid
    • Falcon
  • Game Art
  • Experience Design