Abhi Desai – P2 Checkpoint 1 Individual Contribution

Emotions:

  1. Mysterious
  2. Curious
  3. Whimsical

Mood Board:

Spotify Playlist

Directions:

  1. A 2D puzzle game where Stanford students are trying to prevent an evil wizard, TML, from stealing key research he needs to cast a spell. They do so by having to navigate through campus and solve puzzles at each step. In the library, they must steal a rare book and avoid the detection of the bag inspector. They must find a way to enter a party through a set of puzzles, and at Coupa they need to organize chairs so that they have enough for all of their friends to sit. Healing powers are given by the magical 5Sure booth. The narrative here is about a student going through the Stanford experience, culminating in defeating the evil wizard TML.
  2. Set in a magical version of Stanford, students discover that a secret society of faculty, known as The Lakeside Dining Scholars, plans to harness a mystical fog that descends on the campus at night to control the minds of students. Players choose their characters from different academic disciplines, each with unique abilities. For example, Engineering students can hack electronic devices, while Humanities students can decipher ancient texts and riddles. The gameplay/narrative involves sneaking through campus buildings (and climbing their rooftops) and avoiding or tricking patrolling scholars and enchanted animals such as raccoons through solving puzzles and casting spells or using cutting-edge technology. The narrative explores themes of freedom and technology usage, as well as scholastic independence. Players must gather crucial artifacts and knowledge hidden around the campus, similar to Harry Potter and the Hoprcruxes. Once all artifacts are found, the secret society can be defeated.
  3. This game is in VR, and players are placed into into a post-apocalyptic Stanford where an experiment gone wrong has released the crazed individuals of the Prison Experiment onto campus and has scattered the cure for them, across time. Students must use a time travel machine to go through Stanford’s history and piece together the parts of the cure. From immersive 3D diving experiences into an ancient Lake Lag to a pre-earthquake Main Quad, students will learn about Stanford’s history while finding artifact pieces. This game is similar to a walking/exploration-based game where such pieces are located within VR worlds–users simply have to locate all pieces and bring them together to win. The narrative here explores Stanford as a historical place and uses VR to ensure that users are fully immersed in said narrative. There are elements of discovery through the new time periods as well as narrative because of the temporal nature of the game.

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