20 days of dyslexia is an interactive experience package that simulates what it is like being dyslexia. By going through the 20-days game package, children can, day-by-day, having more understanding on dyslexia and train up their empathy towards people that may differ from them. The game package contains an interactive storybook and an experience game that can play on the tablet. A storytelling approach will be used to introduce different difficulties of dyslexia and then, children can experience those symptoms and hardships through a first-person view game section. Dyslexia characteristic will be used as game rules, so when kids trying to win the game, they are actually getting along with dyslexia. In order to provide an equal and harmonious learning environment to dyslexic learners, it is important for every child to build up empathetic understanding about dyslexia.
We designed a TAVG (Text-based Adventure Game) for the IP of Cthulhu Mythos. It is a shared fictional universe with a series of horror novels based on a fear of unknown and unknowable. The Cthulhu culture is so prevalent in Europe and has such a strong fan base that many famous movies and games draw on it. Part of us wants to introduce Cthulhu literature to Asia. We designed a story based on this culture with three different storylines. Each of the lines tells with a unique perspective of the information, meaning to say to people think a thing from different angles. The end of the story also advises people to cherish those around you. We built the game with three forms of innovation puzzle games. To set in the story background, we use printmaking style and parchment element as performance. And we designed the user experience to fit the mobile user. We published it on android and IOS platforms and participated in some competition to improve our game.
Hong Kong intergenerational relationships are getting worse in recent years. Many young people & parents feel helpless when they are in conflict. They will choose to evade each other. However, this behaviour estranges their relationship even more.Shall We Talk is a training game which helps young people & parents to learn the skills of managing daily conflicts. While playing the game, it will enhance their interactions and communication with each other. It can help them to understand each other’s thoughts & feelings, so to build a stronger relationship.Unlike other existing design solutions, we believe that conflict can make your relationship stronger. It's because conflict doesn’t make the relationship bad; how people manage the conflict does. Our design solution focuses on helping people to prepare for the conflict instead of helping them to avoid it.
We designed a TAVG (Text-based Adventure Game) for the IP of Cthulhu Mythos. It is a shared fictional universe with a series of horror novels based on a fear of unknown and unknowable. The Cthulhu culture is so prevalent in Europe and has such a strong fan base that many famous movies and games draw on it. Part of us wants to introduce Cthulhu literature to Asia. We designed a story based on this culture with three different storylines. Each of the lines tells with a unique perspective of the information, meaning to say to people think a thing from different angles. The end of the story also advises people to cherish those around you. We built the game with three forms of innovation puzzle games. To set in the story background, we use printmaking style and parchment element as performance. And we designed the user experience to fit the mobile user. We published it on android and IOS platforms and participated in some competition to improve our game.