Posted on January 13, 2012

Ah hah, another interaction design project! At the end of the year the class was split into new groups to build a game. Over the course of the next six weeks we developed an idea, built paper prototypes, built a series of digital prototypes, and presented it to the class. The final prototype (not a finished product) proved to be an engaging and enjoyable puzzle-platformer experience.

We started with the idea of manipulating light. We weren’t sure exactly where that would take us: we discussed near/far sightedness, blindness, color blindness, prisms, and more. After doing some paper prototyping and developing level ideas we settled on a simple mechanic: the player possesses a mirror that allows them to reflect a given beam of light in eight directions. There exist “absORBs” (my cheesy name for them) in the game’s short levels that, once lit, continue to produce a new beam of light. This allows the player to move through and around obstacles.

One of my favorite design decisions was the omission of doors. The player is free to move through the game as they please. The darkness of the cave, however, prevents them from navigating the levels or even knowing where they are. There are no physical barriers preventing progression, only the player’s blindness. The player must guide the light through the opening at the end of each stage to light the next.

Our final prototype turned out much better than I could have hoped for but there is still much to be done. Add this to the list of concepts that I hope to return to one day when I have the time. For now, please give it just a couple of minutes of playtime and let me know what you think of it. Enjoy!

Play Perception