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Escape of Happiness
Escape of Happiness
IDEEA Team
Escape of Happiness is a 2D sci-fi horror game, featuring you as a space explorer lost in the depths of a space station that, at first place, seems abandoned. Traverse procedurally generated floors and avoid (or eliminate) horrific monsters while you try to find your way
back to your ship. 
In-Game Screenshots
Title Screen - Escape of Happiness
Title Screen - Escape of Happiness
Open World Gampleay - Escape of Happiness
Open World Gameplay - Escape of Happiness
Open World Gameplay - Escape of Happiness
Open World Gameplay - Escape of Happiness
Enemy Encounter - Escape of Happiness
Enemy Encounter - Escape of Happiness
About IDEEA
Interactive Design for Education Entertainment and Art
The purpose of IDEEA is to help transform education and foster community and industry engagement by bridging gaps between innovative design, development, teaching and application of interactive media technologies and games in an entrepreneurial setting. IDEEA engages students in interdisciplinary group projects with a public deliverable. This project takes place over the course of 20 weeks.
The Team
My team was made up of 2 UX designers and 3 coders. We met once a week as a team to overview our work. Our work is based on a game design document written by one of our designers. Each member of the team was able to contribute in making necessary modifications to the game design document throughout the duration of the project. 
My Roles
1. UX Designer
        

        - Created interfaces for each in game menus including
        player inventory, character selection, level selection, pause menu,
        and options menu
        - Designed title screen 
        - Worked with Creative Lead in conducting several playtests
        to determine replay value, player satisfaction, quality of gameplay, and
        the overall performance of the game.


2. Game Designer

 
      - Worked with Creative Lead to create concepts and mechanics
           for the game

        - Designed sprites for in-game items
Deliverables
Interfaces
Our team created a list of assets that were needed for the game. Several of these included UI interfaces for different parts of the game such as buttons, player inventory, options menu, etc. My main responsibility was creating these interfaces. My work is done in Adobe Illustrator. I tried to create designs that made the interfaces look more technologically advanced to fit the sci-fi theme. 
Options
Options - Escape of Happiness
Character Selection
Character Selection - Escape of Happiness
Player Inventory UI
Player Inventory UI - Escape of Happiness
Blank Mini Map UI
Blank Mini Map UI - Escape of Happiness
Pause Menu UI
Pause Menu UI - Escape of Happiness
Item Sprites
I was also designated with drawing the sprites for the in-game items that the player can obtain while exploring the open world.
eoh happy stim.png
eoh health stim.png
eoh key card.png
reactive trauma kit.png
eoh e stim.png
canned light.png
Play Test
Once we had created 2 levels of our game, we had a working prototype that was ready to be play tested. We conducted in-person playtests in which we would have the user play the game from the beginning while the team observed and took notes. 

Besides all the bugs, there were two major points that we learned from play testing.

The first point is that the levels were super long and repetitive. The game felt like a maze and many of our play testers did not even make it past the first level because they spent so long wandering around the randomly generated rooms and could not find their way out. Our solution was to decrease the amount of randomly generated rooms greatly. This seems like a fairly easy solution but it was a great improvement. We still wanted the player to feel as if they were progressing through exploring the randomly generated rooms but also did not want them to feel stuck. 

The second point was the combat system did not feel very satisfactory to the players and even often proved to be very repetitive and unenjoyable. The battles felt too long and players felt trapped and bored while battling enemies. We had two solutions for this. The first one was to create a skill point system where the player was able to level up certain stats such as attack and defense to make you more powerful, be able to end the battles quicker, and progress without feeling bored from the random enemy encounters. We also created another system where the players were able to
switch out abilities for new ones. This way the player might be able to have a
different experience in combat instead of having to spam the same attack over
and over again. 
Lessons Learned
Working in a small team

One of the challenges of working on this project was that our team was very limited in members. The project was designed to have 10 people. Because of this we ended up having to cut out a decent chunk of the features that we wanted to implement. We did not have enough time to make them. I learned a lot about decision making and knowing what aspects of a project take priority. 

Staying on schedule

This was something that helped our small team to success on this project. After a week into the project we realized that we needed to make milestones for dates on when things needed to be completed. This would ensure that each member of the team was contributing. There was also no confusion on what needed to be done. This is something that I am still continuing to work on individually.

Getting user feedback

Working on this project helped me learn a lot about how to use user feedback to improve a product. It also helped show me how first design iterations might have more problems than you realize. We had been working on our idea for so long that we didn't really know that some things didn't work until we tested it with people who were unfamiliar with your product. Being able to collect good user feedback and use it well is something that I will continue to practice and improve on. 



 
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