YEQING DENG

Design for Games

I worked in game companies as an interaction designer before diving myself into software design. And I like playing various kinds of video game, which have been giving me so many design inspirations.

 

Spider-Man Unlimited

Endless runner mobile game

 
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I worked at Gameloft New York Studio during the summer of 2014. I mainly worked on the mobile game - Spider-Man Unlimited. Spider-Man Unlimited is an endless runner video game developed and published by Gameloft based on the Marvel Comics superhero Spider-Man. I was the only UX designer in the project at that time. And I worked closely with the creative director, visual designers and UI engineers.

Here’s some of the work I completed:

 

Time

Launched in 2014

My Role

UX Design Intern

Pyramid Raider

Eyegaze Eye Tracking Application of the Year 2013

 
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The future of video gaming is here, In the game Pyramid Raider we get a glimpse of what could be in the next generation of video game consoles and how the new technology can shift the way game developers decide to deal with player immersion.
— Jamal Yusuf | Dec 23, 2013

Eyegaze Eye Tracking Application of the Year 2013 Award

Pyramid Raider is a video game using eye tracker in conjunction with EEG technology (NeroSky). Players will navigate in mysterious Egyptian maze and find treasures by using only their eyes and minds.  

I am the only designer in the team. My responsibilities were game design and 2D & 3D design. I proposed the basic game idea, art concept, interaction process, and produced all art assets of the game.

 

Time

2014 Fall (3 weeks)

My Role

Game Designer, UI Designer, 3D Artist

Collaborator

Robin Li (Developer)

Seungsuk Cho (Producer, Sound Designer)

Platform 

Eye Tracker & NeuroSky

Client

School Project - Building Virtual Worlds (Jury Round)

 

Gameplay

 

The experience is adapted to the players’ mental state. The more stressed the player becomes, the harder the maze is to navigate. The figure on the left shows the graphic used in the game to show the player’s attention and meditation level.

 
 

Eyegaze Eye tracking and Neurosky EEG were used as the primary control inputs. Players will experience the futuristic game-control interface using only their eyes and minds. The player’s attention level determines the speed of the character, and the meditation level determines the radius of vision. So players need to concentrate enough to move fast but also relax enough to see more of the maze and gather information for strategy to navigate in mysterious Egyptian maze and find treasures.

 
 

Multi-player Playtest

Single-player Playtest

 
 

Game Demo

 
 

Rocket Sandbox

Building simple rockets with Sifteo Cubes

 
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Project SANDBOX is an iterative 4 month Spring 2014 initiative at the Carnegie Mellon University Entertainment Technology Center (ETC) tasked to bridge the gap between young children, their families, science content, and maker culture.

Together with the New York Hall of Science and the Children's Museum of Pittsburgh, SANDBOX has created a digital experience building simple rockets with Sifteo Cubes that aims to encourage play, exploration and collaboration between parent and child.

 

Time

Launched in 2014

My Role

UI/UX Designer, Rocket Designer

Client

LITTLE MAKERS at New York Hall of Science,

MAKESHOP at Children's Museum of Pittsburgh

 

Design Process

Phase 1 - Exploratory Research

  • Case study

  • Observation & Field Study

  • Brainstorm

Research Findings: Joint Media Engagement (JME) - Parents and their peers are not just facilitators but co-learners and co-players.

Phase 2 - Generative Research

After communicating with our clients, we finally came up with the idea of Sifteo Cubes with projector. Projector makes things more visible and Sifteo Cubes it’s a digital product in physic world. People can tilt, flip, shake, neighbor them together and press to change pictures.

Phase 3 - Evaluation Research and Refine

  • Gameplay, rocket design and UI iteration

  • Playtest@Children's Museum of Pittsburgh & New York Hall of Science

Phase 4 - Launch and Monitor

After all the adjustments (art asset polish & gameplay balance) finished, we handed the project to our client -- NYSCI and installed there. We are still responsible for the future refinement to ensure good usability for public use.

 

Promo Video

 
 

Wroom Wroom

Car racing game design

 
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Problem Statement

I found a common problem in car racing games that too much information on the main screen. Some games’ main screens are totally in chaos. So I decided to design a simple gameplay car racing game. 

Solution

Time

2014

My Role

Game Designer, Interaction & Visual Designer

I summed up the game features which most car racing games share. Indeed, there are many modes and events that a car racing game needs to have. A clear information structure is pretty important. Then I came up with the wireframes. Though the workflow seems very simple, it covers all the necessary game features.

Content structure

Wireframe flow

User Interface Design

 
 
 

Thanks for scrolling! 

Like what you see? 

If you are curious to see more, please get in touch. 

dengyeqing@gmail.com