Mech Chip (2019)

Mech Chip is a visually minimal 2D adventure game developed between September 2017 and February 2019. The player can take the form of several different robots rewarded for exploration. Published on Steam, this project marked my first exposure to game development and computer programming. Mech Chip focuses on exploration and puzzle-solving in a dark and futuristic world.

Development

Mech Chip's development journey was centered around my growth as a game developer, focusing on learning and applying new concepts to overcome challenges and achieve my creative vision. As my first exposure to game development, Mech Chip provided a valuable opportunity to develop a diverse range of skills, from level design and animations to audio management and object-oriented programming. The game's design emphasized the player's isolation in exploring a large, maze-like corridor. Mech Chip stands as my foray into creating engaging, immersive experiences from the ground up.

Feature Highlights

  • Custom Key Bindings
  • Gamepad Support
  • Player Controller & Finite State Machine
  • Camera System to Create Illusion of Individual Rooms
  • Dynamic Enemy & Boss Behaviors
  • Collision Detection & Resolution
  • Exploration-based Level Design
  • Save & Load Data
  • Visuals & Animations with Aseprite
  • Sound Design with FL Studio & Labchirp

Tools


Swing Lord (2020)

Swing Lord is a challenging yet simple game developed between March 2020 and November 2020 using the Godot game engine. The game is centered around ascension, and the player's tentacle-grappling-hook allows them to navigate through the world. The project focused on creating a punishing yet engaging experience with tight, minimal gameplay mechanics. Swing Lord was an exercise in designing for varied gameplay around a single mechanic, while maintaining challenge and accessibility.

Development

After Mech Chip's launch in 2019, I honed my skills with smaller demos before tackling Swing Lord, a project with a limited mechanical scope yet engaging gameplay. Godot has several capabilities over GMS2, such as vector math, accurate built-in physics, object-oriented classes, and an efficient node tree system. Utilizing Godot's strengths, I put my skills to the test quickly after learning what this engine could offer me. I created a 2D physics-based game featuring intricate levels with hand-placed tiles and challenges. With the grappling hook character controller and simple goal for the player to reach the top, development went rather smoothly for Swing Lord.

Feature Highlights

  • Swing & Grapple Controller
  • Static Enemy & Hazard Behavior
  • Color Palette Swap Shader
  • Cosmetic Collectibles
  • Challenging & Engaging Level Design
  • Save & Load Data
  • Visuals & Animations with Aseprite
  • Sound Design with Famitracker & Labchirp

Tools


Pyjama Princess

  • Block Puzzles
  • Top-Down View
  • Simple Character Controller
  • Keyboard & Mouse Gameplay

Tools


Dessert Desert

  • Procedural Terrain, Enemy, and Item Generation
  • AI Behavior & Pathfinding
  • Action-focused Character Controller

Tools


Stellar Veins

  • Nonlinear Level Design
  • 2D Combat & Platforming
  • Dialogue Windows
  • Visual Effects, Animations & Shaders
  • Collectible Tools & Inventory System
  • Save & Load Data
  • Background Music & SFX

Tools


Fairy Roguelite

  • Procedural Level Design
  • Top-Down Ranged Combat
  • Mini-Map
  • Spell Casting System
  • Visual Effects, Animations & Shaders

Tools


Cube of Cubes

  • Math Visualization
  • Execution of User Input
  • Browser Application
  • Inspired by tixy.land

Tools


Autobattler Project

  • Strategic Turn-based Tactics
  • Unique Grid Battle Concept
  • Autobattler Trait Synergy Mechanic
  • Procedural Upgrades & Minions
  • Dataset Management
  • Sound Effects

Tools


Online Job Searching


This study sought to explore the job search behaviors of users open to relocation by employing a mixed-methods approach. We conducted interviews and observations with eight participants, followed by a survey with 38 respondents. Our research aimed to provide insights into user preferences and strategies for job searching when open to relocating, which can inform the design of job search platforms.

Our findings revealed four main themes: (1) openness to relocation, with participants basing their decision on pay and benefits; (2) the importance of job title and location as primary search filters, with users employing a cyclical approach to search for multiple job titles across different locations; (3) a preference for autofill features to speed up the search process, with users finding value in autosaving search filters; and (4) a tendency to search by city rather than region. These insights can help job search platforms enhance their user experience by focusing on features that align with the preferences of users open to relocation, ultimately providing a more tailored and efficient job search experience.

Contributions

  • Surveys
  • Interviews
  • Live Observation
  • Affinity Diagrams
  • Personas & Spectrums
  • User Scenarios
  • Experience Maps
  • Design Implications
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Mental Health App Study


This study aimed to evaluate the usability of the What's Up app, a mental health support application, using a series of moderated, exploratory tests. Participants were recruited to perform various tasks via live Zoom calls with screen sharing, focusing on emotional coping strategies and app navigation. The research team collected both quantitative data, such as success and failure rates, and qualitative data, including participant feedback and observed notable actions. A pilot test was performed before recruiting users to optimize the assessment process.

The findings revealed that users faced difficulties navigating the app due to inconsistent gesture methods, although they found configuring the app settings to be straightforward. Based on the results, recommendations were made to improve usability, such as providing consistent gestures or image-based instructions, incorporating activity overviews, and using more imagery in place of text. Additionally, a comparison test with Sanvello, another mental health support app, demonstrated that Sanvello scored higher in ease and enjoyability, providing valuable insights for the future development of the What's Up app.

Contributions

  • Moderated User Testing
  • Exploratory Testing
  • Task-based Assessments
  • Heuristic Evaluation
  • Quant & Qual Data Collection
  • Analysis of Result Differences
  • Survey
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Vision Impaired Users & Kiosk Accessibility


In this study, we conducted interviews with four individuals with blindness or low vision to understand their experiences with self-service kiosks. We found that locating kiosks, navigating their interfaces, concerns over privacy and security, and the need for assistance are common challenges faced by these users. Consistency in design, location, and layout of kiosks, as well as improved interfaces, privacy, and security measures, could enhance the experience for users with visual impairments.

Key Findings

  1. Kiosk Familiarity: Interviewees expressed frustration in finding and understanding kiosk layouts due to inconsistent design and location. Consistency in design and location could greatly improve accessibility for blind and visually impaired users.
  2. Kiosk Interface: Touchscreen interfaces posed a significant barrier for users, as they rely on visual placement of buttons. Providing alternative feedback, such as auditory guidance or haptic feedback, could improve kiosk usability for visually impaired users.
  3. Privacy and Security: Participants expressed concerns over physical theft, information theft, and verification of signatures when using kiosks. Placing kiosks inside organization spaces, having a trusted person assist, and using headphones are potential solutions to increase privacy and security.
  4. Assistance: Participants often brought a trusted person or relied on staff assistance when using inaccessible kiosks or when they wanted the interaction to be faster. Providing training for employees on accessibility accommodations could greatly benefit blind and low vision users.

Our study was limited by its remote nature and reliance on participant recall. Future research could involve observation of a larger number of participants interacting with various kiosks, providing more insight into the challenges faced by blind and low vision users and ways to improve their experiences.

Contributions

  • Semi-Structured Interviews
  • Affinity Diagrams
  • Pain Point Research
  • Literature Review
  • Design Implications
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Itch.io Web Accessibility Report


In this study, I analyzed the web accessibility of Itch.io's homepage and game browser page using various manual and automatic evaluation methods. These included W3's Easy Checks, CSS and HTML validators, ARIA assessment, readability testing, WAVE Web Accessibility Evaluation Tool, and TAW (a web accessibility test). The study found that the Itch.io pages have an unorthodox structure, with gaps in accessibility due to missing alt text, lack of coherent tab navigation, and other issues.

I recommend reformatting the page's structural elements, such as meaningful headers and tab order, and to improve screen reader legibility by properly labeling and creating images within the site. This includes using alt text on all images or finding an alternative solution so that screen readers focus on content titles only, rather than their blurbs and descriptions.

Contributions

  • HTML and CSS Validators
  • W3 Easy Checks
  • ARIA Assessment
  • Readability Testing
  • WAVE & TAW Web Accessibility Tests
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CRM Findability


In this study, we evaluated user satisfaction, accessibility, and overall effectiveness of CRM Logic's lead page. Our research indicated that users often experienced frustration due to missing information and difficulty locating information quickly. Many users blamed themselves for their CRM system's errors, adjusting their processes to correct these issues. We found that using icons and graphs in our low-fi prototype testing led to more successful task completion, as these visual elements were more distinguishable than tabular data. However, some challenges were encountered during our low-fi and mid-fi prototype testing, such as the high failure rate in Task 4, which we suspect was due to the conflation of Loans and Production.

We initially aimed to optimize CRM system processes but had to narrow our focus to CRM Logic's Lead Page due to limited resources and time constraints. Our participant pool included adult computer users, leading to a broad scope of participants. While our study had some limitations, such as small sample sizes, our efforts led to improvements in the Lead page's usability. Future work should address ambiguities in testing procedures and results, as well as refining the scope of participants to include only CRM Logic users. This would ensure that results directly reflect and impact real users of the system.

Contributions

  • Project & Team Management
  • Surveys
  • Interviews
  • Literature Review
  • Chalkmark Testing
  • Personas
  • Data Informed Design
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Elden Ring Simple Weapon Search


This project was both a challenge and a learning experience. This particular tool takes advantage of an HTTP client called Axios to handle communication with this fan-made Elden Ring API. Understanding how to effectively utilize JSON data from an API within the scope of Vue was crucial. A large chunk of project time was spent desiging and implementing a comfortable interface for querying the API. I look forward to building more convenient sites with Vue in the future.

Capabilities

  • Browse the extent of Elden Ring weapons with a search bar
  • View cohesive weapon data on distinct cards
  • Compare personal character stats to determine usable weapons

Tools