Suspect X is a point-and-click interactive narrative that aims to challenge players’ deductive reasoning, observation and analytical skills in solving a murder case. In the story, five characters who were high school friends rented a house for a reunion party. The girl named Sara was found dead in her own room with a poisoned wine next to her when everyone else was having dessert in the dining room.
Clues are hidden in secret conversations, pictures that suspects took, and lab results of suspicious objects. Players have to draw their own conclusion from what they observed in the scene as part of the story which is designed to be misleading. In this interactive narrative, players can click on objects to search for clues, examine the interior space, and talk to suspects to discover the real murderer.
Suspect X Trailer
Players testing my game at Parsons, DT interactive showcase
Event handler examples in fungus
flow map in "Fungus"
Ending - The truth (spoiler alert)
“Hit that Giraffe” is a mini-game that I created that connected the physical world and the digital world. The components include one flex sensor, five photocells sensors, one-digit-seven-segment LED display, half yard of felt and five coffee cups.
I prototyped the game by connecting the readings triggered by the sensors on Arduino to the graphical display controlled by Processing. When the player hits the correct giraffe on the screen, Processing displays another giraffe at a random position and the number on the display goes up by one.
Hit-That-Griaffe / Physical Computing / 2015 Fall / Jia Zheng
This mini-interaction piece was inspired by the movie “Up”. The movie is centered around a scene of a beautiful house flying up to the sky with balloons attached to the roof. The intended experience is to let the player drag balloons to the roof top repeatedly until the balloons pulling force eventually overcome the gravity of the house.
I started with building a 3D model of the house in Maya. When the model was close to completion, I tested the interaction in unity with a cube as the balloon and a sphere as the balloon. The drag and drop action was challenging to implement with my current skills. With the interest of time in mind, I replaced the drag and drop action with a button on the roof top. Instead of using the active and inactive feature to trigger the balloons’ visibility, I used instantiate function on the balloon prefab so that every time the user clicks on the button, a balloon gets generated and placed randomly on the roof top. Also, I added a simple animation in unity on the balloon prefab to make them appeared floating and waving in the wind.
This is a cell animationvisual ID created for Vimeo.com. I designed keyframes first in a storyboard and then painted each frame by mouse and brush tool in Photoshop with timeline and onion skill tool on. Finally, I imported the file to After Effect and did some fine tuning.
Dragon Game - P5.play
This is a mini-game designed to address the punctuality issue specifically for board game parties. Unlike other parties, board game parties require people to arrive on time for the game to start. This is a proof of concept mini-game demonstrating the possibility of encouraging people to arrive on time by tracking people’s geo-location in a multi-player game.
The game is designed to make the person who is late to feel the peer pressure when their geo-location is what prevents the whole team from fighting the dragon and winning the game. The only way to win the game is to have everyone move forward together towards the party host’s apartment.
This project was prototyped in p5.play with a local server. In less than two weeks, I taught myself p5.play, designed and created the animation in AE and the drew the scene in PS, and coded the entire experience on my own.
mini dragon game - p5.play
character design - 1
character design - 2
Stay In Line
Stay-in-Line is a mobile game inspired by the jaywalking phenomenon in New York City. From my observation, people always cross the street as a group so that they do not feel the pressure or judgement from angry car drivers all by themselves. Jaywalking in a team also gives them the confidence of not getting hit by a car.
In this endless running game. There is an invisible string between penguins and player will try to keep the whole group from getting hit by cars. The player will be "responsible" for the death of the penguins, making the player feel bad for jaywalking.