Game - TRAUMA


TRAUMA can be downloaded here:
TRAUMA.exe

TRAUMA is my degree project, and is all about messing with your head. The player wakes up to find himself captured by a man who goes by the name of Xandex. He offers to let the player escape alive, if s/he can complete Xandex's games and achieve a high enough score (75) . The game has two different endings, depending on if the player achieves a score of 75+ or not.

The project was about experimenting with gameplay mechanics and visual illusions and trying to fuse the two together. The illusions were to play either a central or a peripheral role in the challenge, making the game harder because of their existence. What's interesting about visual illusions is that it is your brain who makes things "move" and whatnot. The illusions include no animation at all, so part of the challenge is for the player to "unthink" the illusion in order to gain more points and thus escape alive.

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TRAUMA is divided into four separate mini games, each with its own unique illusion. I'm going to explain what I had in mind with each game:

Game 1:
A "moving" labyrinth and unpredictable enemies. The pattern of the labyrinth makes it move in a wave-like pattern and so my thought was to challenge player navigation. The goal of the game is to gather treasure chests that pop up randomly around the labyrinth to get more score. Due to their small size and the max2 cap, players are required to search for the chests, making the illusion come to life even more. Enemies are spawned at every third chest pickup.

I deemed the experiment successful, as the illusion had a direct impact on the challenge.

Game 2:
A familiar grid with white dots. Black dots seem to appear inside the white dots when viewed in the peripheral view. How appropriate then that the goal of this game is to click on black dots in order to gain more score. They pop up randomly inside the white dots, and so players have to tell the illusory ones apart from the real ones.

I deemed the experiment successful, as the illusion had a direct impact on the challenge.

Game 3:
Rotating circles inside a room covered with spikes. The goal is to fly around and gather the "black spheres" inside these rotating circles. At every third sphere pickup a flying enemy is spawned. The rotating illusion was meant to disturb the player's sense of distance, making it a challenge to see past the illusion in order to avoid enemies.

I deemed the experiment not successful, as the illusion did not have direct impact on the challenge. The disturbance of the player's sense of distance was not convincing and many who played it reported that the illusion was only distracting in a general way.

Game 4:
A spiral that is not a spiral. The illusion is a set of circles that give off the impression that it's a spiral. The player rotates around a "layer" and can change both direction and layers. Enemies spawn at random, as well as chests. The challenge in this game is to not misjudge the layer the enemies and the player is, which can sometimes lead to devastating results since players, and myself, constantly mistake enemies to be headed for collision, when in fact they are on another layer.

I deemed the experiment successful, as the illusion had a direct impact on the challenge. Game 4 is also the one I feel is the best example of how one can implement illusions into the challenge.

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In conclusion, my experimentation with illusions and gameplay was successful and very educational. In my report I wrote that "it works well and is an untapped genre to the casual gaming market. It is important to analyze how the illusions are perceived and how they feel, rather than studying what happens in the brain. There is indeed potential for developers to study and learn to create their own illusions for games like this. (...) The illusions invite to something that players are not used to, namely a challenge that's not programmed; it's their own inability to manage the illusion."
(Translated, as the paper was written in Swedish.)


Game 1 and 3 uses illusions "Dongurakokko" and "Rotating Snake" respectively, created by Professor Akiyoshi Kitaoka at Ritsumeikan University in Kyoto, Japan. I am ever so thankful for his permission to use his illusions in my game, and I urge you to take a trip to his page, where he has tons of these mind-bending illusions!
Akiyoshi's Illusion Pages

Game - Awesome Fighters

Available here.

Awesome Fighters, despite its corny name, was actually pretty good, as far as gameplay goes. This was the second game I participated in making, in the second Game Project. With a bigger team with bigger knowledge we set out to make the best game the school had ever seen, and outshine all the other teams with our unmatched gameplay.

My role in this project was that of a general designer this time around, concentrating on the actual gameplay and overall usability. I was involved a lot in the pre-production with the game's lead designer, Peter Ilves. We sat down long before the course had officially commenced in order to get a head start. Basic mechanics, fighting classes and skills were violently discussed and designed with paper and pencils.

What made this game so successful was our emphasis on game testing. Our team of designers would spend the better part of some days just tweaking the gameplay to get it to feel just right. At the end of the project we had a lot of visitors from the other developing teams who wanted to play "just one more game". Good times.

The game is available for download on it's official webpage, however it's only ensured to run on the schools computers with pretty high specs. The copy I have at home has my computer on its knees.

Visit the webpage for more information!

Lead designer Peter Ilves is now Lead Designer for Bloodline Champions, a game considered to be the "next" stage of Awesome Fighters. Be sure to check it out!

Game - Boiler

The main menu

Boiler was the first "real" game I ever participated in making and it was the first Game Project in my education as a game designer. It's a strategy game that only utilizes one button per player, thus enabling up to eight players to battle it out. Each player has a cursor that moves randomly around the battlefield. If a player wishes to deploy a unit, s/he simply presses his/her button and the cursor stops for deployment. There are eight different units to choose from, and they are placed using a simple Morse-code of three signals, meaning there are eight different combinations of these signals.

The Battlefield

I took the main role as producer for the game, managing the project as a whole an organizing meetings. I also had the role of designer and illustrator, collaborating with my teammates to bring out the best of the original idea. I also did the (horrible) character portraits and designed the intro movie. I also did a lot of the sound effects. It was a small project, so everybody pitched in where they could be useful, whether it was in graphics or in programming.

The game was awarded with an Honorary Mention at Swedish Game Awards 2007.

The game is available for download here (three parts due to site restrictions):
Part01
Part02
Part03