JOCELYN LI

GAMES

As a game design student, I have experience with many facets of making games including designing, coding, and creating assets. I have used game engines such as Unity and Unreal. A few of the games I've made can be previewed on this page or seen directly on my itch.io page. My itch page also has games I've made that I haven't listed here as well so please feel free to take a look! This page also includes examples of design documents and concept pitches I've worked on as well.

TEA PARTY

"Tea Party" is a short narrative game I made during the first semester of my Sophomore year in Game Design at NYU. It was a project in which I was the sole developer and responsible for coding, design, writing, illustration, UI etc.

The game is set in a Regency Period inspired tea party where the main character and four other ladies discuss and gossip about the scandalous events of a party the night prior. You can see the concept art design process here!

TEA PARTY
(UI/UX REDESIGN)


A redesign for the game "Tea Party"'s UI/UX. This redesign was focused on addressing problems in the original UI regarding a lack of clarity and to improve the game's visual aesthetic. I decided to redesign the UI with these key points in mind: the redesign must improve clarity, improve and deepen the game’s aesthetics, and still be comfortable to look at. Focusing on these key aspects, I did an extensive redesign going through an audit, wireframe, mockup, prototype, and several user response surveys.

You can view and read more in-depth about this redesign to the right! When I get the time, I will be fully implementing this design into the game's build but for now, you can experience the redesign for yourself here!

WEB OF LIES

"web of lies" is a minigame style game I made for a week-long prototype. Through this game, I wanted to express some of the anxiety one might have with chatting with others online utilizing the game mechanic of juggling three tasks and three different timers. The game also uses the idea of web windows as a game mechanics as each window is too big for all the windows to fit on the game screen without overlapping so the player must also be mechanically precise with dragging and reordering them. These factors combine to create a slightly stressful situation for the player.

NINETEEN WAYS OF LOOKING AT WANG WEI

"nineteen ways of looking at wang wei" is a photocard decorating game. The prompt of the game was to make a game inspired by the title of a book, mine being Nineteen Ways of Looking at Wang Wei by Eliot Weinberger along with a color palette limitation. I decided to make a game about decorating photocards after I went to a photocard decorating event even though I wasn't a big K-pop fan and I realized that you really can decorate a photocard of anything you want so why not Wang Wei?

ITS LONELY IN THE HOUSE OF HADES

A longer project of mine is "It's Lonely in the House of Hades" which is a short narrative game where you play as Charon and ferry dead souls across the River Styx. As you ferry them across, you hear each of their stories about how they died and what kinds of lives they led.

In this game, I was the main illustrator and visual designer. I also helped with the game design and coming up with the game's main ideas, how the game should feel like to play, and what emotions the players should be deriving from it. My teammates and I wanted the player to feel interested in the ghost's stories and lonely when they had to leave and, through the game's mechanics, tried to solve the problem of how to evoke these sorts of feelings in the short time-span of a boat ride.

CONTRAFICTION

"Contrafiction" is a card and roleplaying game group project I worked on as a game designer and a member of the art team. It's a game in which players act and come up with their own descriptions of the key events of royal siblings throughout different stages of their lives.

The game places an emphasis on roleplaying and encourages players to come up with creative situations to explain their actions while following each character’s story. Because the game is mechanically simple and players come up with their own explanations for scenarios that occur, a unique storyline is able to emerge with each playthrough.

FOCUS ON MADNESS

Another longer project I worked on is "Focus on Madness". This game is a boss fighting game where players control a character fighting up close with a knife and a mage in the backline casting spells. My group and I wanted for this game to allow players to work together to fight the boss through a shared resource bar mechanic but the game can also be played single-player. For this project, I was the main illustrator and animator, drawing the animations and sprites for the entire game and we were inspired by the manga Dorohedoro by Q Hayashida for the game's art style.

HOMEMADE INTELLIGENCE

"Homemade Intelligence" is a project in which I worked with a teammate to design and pitch a game inspired by the Buster Keaton film, "The Electric House." Together, we researched the original film and came up with a hypothetical sequel. My project partner and I presented a narrative pitch along with the game's mechanics, inspirations, character concept art, and an example of a level.

A DOLL MAKER'S YARN

"A Doll Maker's Yarn" is a game I helped make for a 45 hour Game Jam. On the team, I was the artist meaning I handled all visual aspects such as character design/illustration, UI, etc. but I also helped with designing the gameplay and story.

The game is a logic puzzle game with a lighthearted story in the background between a doll maker and a wizard. In the game, the player takes the role of a doll maker who makes magic dolls that attract the person a customer is asking for. As the player progresses through more and more challenging puzzles, more of the story is revealed as well.

FAUNA TAVERN

"Fauna Tavern" is a game I made and presented as a design pitch. In my presentation, I detailed the game's proposed mechanics, playable characters, worldbuilding, inspirations, as well as audience and platform. While presenting I also gave many more examples and referenced other games for the audience to better understand the game I was pitching.

DON'T BET ON RPS

"Don't Bet on RPS" is a game I made during the second semester of Freshmen year during Intro to Game Development. The original assignment was to clone a card game with the same mechanics and then to add one new mechanic, new graphics, and polish.

The game has the player play a version of Rock Paper Scissors with playing cards against a simple AI dealer. There are three phases in the game: betting, playing, and revealing. The player must bet ingame currency during the betting phase, play one of three random cards in the play phase, and on the reveal phase, the player either loses or gains money based on the outcome of their card versus the dealer's card. There are two endings in this game based on whether the player has gone bankrupt or the dealer loses all their money.