Game Concept
Intention:
Personally, I’ve never identified myself as a gamer, and I am not well immersed in gaming culture. Interestingly enough, it seems that in today’s society, men my age typically have an affinity towards video game culture. This is something I am intrigued by but can’t relate to. Fake Labor is kind of a silly and fun way for me to show my perception of the gaming world: you do fake labor for fun.
Premise:
A bunch of random mini games that shuffle randomly. As time goes on, the mini games get faster and faster. Players have 3 lives, and the game stops after the last life is lost. Each mini game contributes to the player’s overall score (in points). Similar concepts include Wario Ware or Dumb ways to Die.
The goal: Last as long as possible to accumulate the most points
Technical: Vector art and animation, coding using p5js, mouse interactions
Hosted on: https://openprocessing.org/sketch/2467823
Mini Games and Interactions:
Place the fireflies in the jar | drag multiple items with the mouse
Decorate the Christmas tree | click and drag to draw a complex shape
Don’t touch the controller! | don't move the mouse/cursor
Blow out the candles | click the mouse at the right time
Pet the rat until it’s happy | spam click (press very fast)
Cook the egg just right | click and drag the mouse at the right time
Please get the knife away from the dog | drag and hold down a click with the mouse
Find the key | pan the mouse around the screen
Spray the bathroom| click specific points on the screen
Fill the coffee mug | hold down a click with the mouse and release at the right time
Design and Development
As a UX designer, I am quite comfortable with using vector graphics software, and I knew that this game would have a lot of vector art. I ended up creating many of my graphics on Figma and editing game assets on Adobe Photoshop. The goal here was to design and arrange each asset to the exact scale I intended my game to be coded in. This way, transitioning from design to implementation would become much easier.
After finishing all of my mockups, I coded my game in p5js and hosted it on OpenProcessing. It was super convenient to be able to export my assets directly from Figma and upload them into the software. Of course, a game isn't complete without sounds. I found many of the tracks from Freesound.org and Pixabay and edited the audio files using Audacity. Since some sounds were from YouTube, I utilized a YouTube to mp3 converter.