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White Flour

Roll With It

Description
You are invited to a Christmas party at the Zernikeplien 7 Building, specifically you have a present for your friend you want to gift. There's one problem though, you're in a wheelchair, and your environment and the people around you have no regard of you existence, so you have to weave and needle through everything in order to reach your friend.

Goals/History
The main serious game I worked on, it was a client case by Hanze themselves to promote wheelchair representation in campus. This was also the smallest team I had worked with as well as the tightest deadline of 9 weeks.
We innitially solidified the concept of the christmas party and started work on a VR game, but due to our time limit, had to rework it into a flatscreen game.
Overall this choice ended up being a positive, as it gave me a new perspective on transformative game design and utilizing the tools and team I had (I go in more detail for this in the wheelchair mechanic). And despite the struggles, we ended up making the best game we could have made, and it forced me to be a lot more humble in the end.

Roll With It Portfolio 2.png
Roll With It Portfolio 5.png

Main Roles​​

  • Wheelchair

As mentioned, I designed and programmed this wheelchair was innitially around VR functionality, but due to glitches and our time limit I remade this with keyboard and mouse functionality. But I still wanted to make the best out of my situation. I took inspiration out QWOP and Getting Over It making moving itself take time to adjust and get used to. I also made the controls purposely unnatural to a gamer but make sense using the way humans naturally make relates things in a space to certain directions, like how looking at a map you can tell what is North or South. All in all I definitely made the best out of this situation.

Initial Controls Screen Sketch.png
  • Interactive Shaders & Features

I wanted to practice more modern & professional UX features in this game, and interaction was going to be a global aspect of our game, so I worked on making something that is both universally applicable to any script and can be easily used by any member of the team, which was even more useful since I was the one with the most expertice in programming.

Interactable Shader 1.png
Interactable Shader 2.png
  • Map Layout

This is the first time I designed a map layout. Due to the small map, I designed it in a way that forces the user to be patient and take time to learn the moves while still giving a large margian for error. Since the player would spend a lot of time and focus on the controls themselves, I focused on making a singular recognizable threat the player can pay attention and respond to easily, and focused on constantly variating on that single threat.

Final Map Sketch 2.jpg
Final Map Sketch 1.jpg
Roll With It Portfolio 5.png
  • Nav Mesh

A simple linear Nav Mesh for the Enemy AI that allows them to move arround the map, added lots of variation for different obstacles.

Nav Mesh 8.png
Nav Mesh 1.png
  • Game Setup & Direction

Notes made during development that assisted in giving us direction for the game.

Mechanics Sheet GD Modern.png
Aesthetics Sheet GD Modern.png
Old GD One Pager.png
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