Interaction & Game Design

More In depth

  • This page is about my passion for interaction and game design.

    I strive to create intuitive, engaging, and inclusive experiences.

    From designing player interactions, to game mechanics to ensuring accessibility.

    My work reflects on my commitment to creating experiences that are enjoyable, impactful, and user centered.

  • User experience is the core of my design philosophy. I strive to create gameplay experiences that are not just intuitive and immersive, but also enjoyable, accessible, sustainable and educational.

    By considering flow, feedback, and player engagement, I am able to design systems and mechanics that are engaging, enhance gameplay and ensure players feel immersed in the experiences I create.

    I make sure my designs are centered around the user. Ensuring they have the best possible experience.

  • I believe games are for everyone, and am dedicated to designing experiences that are inclusive and adaptable.

    From implementing features like scalable interfaces, dyslexic fonts, changeable controls, to considering colorblind-friendly palettes.

    I have done a lot of research on accessibility and focus on creating experiences that welcome everyone.

Some of My Work

Technical Prototyping

  • For a course called “technical prototyping” I had to create a game that used user input and gave feedback:

    I decided to create a game where you have to steer a car to evade obstacles. the catch being that you have to physically move your body in order to have the car move.

  • An important aspect of technical prototyping is the integration of different systems.

    Sometimes it is better or easier to implement a certain functionality with a specific system/ platform. The complete design/ architecture can then contain multiple systems/ applications. For this prototyping assignment I connected P5.js, Processing, Unity, and mobile devices using WebSockets, OSC, and ZIG SIM.

Potion Peddlers

  • Potion Peddlers is a 2-to-4-player competitive game about potions, alchemists and undercutting your opponents to make the most money possible! Players will be taking turns exploring a fantasy world for ingredients for their totally-safe-to-consume-trust-us potions which they will then try to sell to townsfolk who always only have the best intentions and totally won’t use that poi son potion you just sold them to murder a rival (Don’t worry, you can’t be held accountable)

    I worked on this game as a game designer, this was my first school project, and I worked on it with 4 other peers.

Don’t Get Caught!

  • Don’t get caught! Is a game in which mayor Limpum tasks you to return her statue, with promise of great fortune. You do this by going through all the areas collecting keys to get to the next one. But watch out! Guards will be out there to catch you. Become invisible, distract guards or “silence” them to get what you want. What path are you taking to reach get that statue back, and will you be helping others along the way?

  • Essence(s) of the game:
    • Capture: Take the keys / statue from the opponent (guards), while avoiding being killed.
    • Chase / Evade: Elude the opponent (guards) by distracting them and/or sneaking past them.
    • Explore: go around the map taking different paths, discovering secret areas, and collecting gems.
    • Solution: find a way to evade the enemy. (e.g. Where to throw a coin (which can distract a guard/enemy) to get where you want.)

    Gameplay Elements:

    • Talk to NPC’s.
    • Collect Gems.
    • Collect keys / unlock new areas (levels).
    • Capture Checkpoints.
    • Evade Guards (Enemy).
    • Take different paths and explore the world.

    Story:
    The protagonist enters a town and finds the mayor in total distress, her statue has been stolen and she wants the player to get it back for her. The player then has to venture through different areas collecting keys to unlock new ones to eventually get to the statue and return it to the mayor.

Contact Point

  • Contact point is a mobile application I designed for the subject “behaviorism”. We were given the task to create an application that helps a user perform a “desired” behavior.

    In my case I chose to create something that aligns with the goals of “The Diana Award” which promotes anti-bullying.

    Contact point aims to provide a point people can reach out to when they witness or fall victim to bullying.

  • I did a lot of research on the campaign itself and on my target audience(s).

    I defined my users with use of the Glocalities model. I subdivided 3 different user types that all and a different goal they wanted to achieve. I created persona’s and empathy maps for them.

    With the user research, campaign research and learned behavioral theory I designed “contact point”.

More Games and Apps I have worked on!