Platform: PC (Downloadable)
Engine: Unity
Team Size: 5
Project Duration: 10 Weeks (2 week preproduction)
Playtime: 15-30 minutes
Game Designer
Designed main gameplay loop and optimized movement controller, restructured game flow and mechanics based on user feedback.
AI Programmer
Implemented enemy AI using finite state machine to indicate hunting, searching and neutral states
The main point was to make a game that could be played by someone who was completely blind. As a result, we contacted the Disability Resource Center (DRC) so we could interview and understand what these players were going through and what they needed in the game. We were inspired by Unity's audio spatialization system to make that out main source of feedback for the player
Selection is made using up and down arrows and all text is narrated when selected
Location of the player and monster is conveyed solely spatialized sound and haptic feedback on the controller
We had difficulty trying to test our game with our primary user group. Only 3 players with visual impairment volunteered to test out game. As a result we had to test out game with fully sighted players who had blindfolds on. We understood that this was not our main player base, and that the experiences between the two groups were different, but given out time restraint and resources, this was the best we could come up with.
This project focused on catering for an audience and thus required a lot of user testing!
Learned about how to make games more accessible to all groups people, not just people like me
Conducted multiple rounds of user testing and with proper procedure and without bias
Wish we had more resources to get into contact with more people in our designated target community, but we learned to make do with what we had