Virtual Realities, Fictional Worlds, and Games FOCUS Program
As a freshman at Duke, I had the privilege of participating in the FOCUS program—an immersive journey into a chosen area of interest. Being accepted into the program meant sharing living spaces with fellow students, engaging in collaborative courses, and attending weekly lectures that delved deep into our selected topic. This marked the inception of my exploration into games within an academic context.
The FOCUS program opened doors to many learning methods, allowing me to unravel the world of games through interdisciplinary studies, particularly in sociology and English. Among the standout courses were "Games and Culture," where I actively engaged with tabletop and video games, and "Fictionality and Virtuality," an exploration of games as contemporary literary devices. The program also organized weekly dinners featuring diverse activities, including thrilling game nights, to foster a sense of community.
This program gave me an understanding of the game industry, igniting a heightened interest and commitment to further pursuing this passion. To delve deeper into the details of my FOCUS program and its impact on my journey, feel free to explore more here.
Final Project
“O-Week: The Game”
As part of the program, I spearheaded a final project that entailed conceptualizing and crafting an entirely new game. Collaborating with a diverse group of three fellow students, each bringing unique perspectives from varying areas of study, our team undertook a multidisciplinary approach. Shelby, our talented engineer, took charge of the essential 3D modeling, while Maddox, our creative writer, infused humor into our game cards with witty jokes. Our adept computer scientist, Marisol, remained a constant source of innovative ideas and production assistance, even as our project transitioned from a video-based concept to a tabletop game. In my role as project lead, I assumed responsibility for ensuring cohesion across individual tasks, meticulously scheduling and conducting effective meetings and playtests, and guiding group brainstorming and decision-making regarding game mechanics and design. This encompassed overseeing the final aesthetic design of the game.
The culmination of weeks of dedicated effort resulted in "O-Week: The Game," a board game simulation designed to satirize the first-week orientation experience at Duke. Drawing inspiration from classics like Monopoly and Life, we tailored the game to resonate with our target audience—Duke students. Brimming with references to Duke student stereotypes and popular campus lore, the game also addressed the challenging adjustments - encompassing health, information, and friend-making - inherent in the transition to a new academic environment.
Our creation has become a cherished tradition as professors continue incorporating "O-Week: The Game" into the beginning of each term. It not only serves as an entertaining activity but also facilitates a deeper connection between students and Duke University. I take immense pride in our team's collaborative efforts and our game's lasting impact on the Duke community. Explore our journey and the game for a closer look at this exciting project.
Contributed Designs:
I played a key role in shaping our project's game mechanics and aesthetic design. Here, you'll find the character cards and the card back designs, crafted using Adobe Photoshop, Procreate, and a combination of hand-drawn and painted materials.
Card back designs:
Character card designs: