About Me
Haoyu Yang

Hi! I'm Haoyu Yang (She/Her), currently a game technical designer based in Los Angeles. I graduated from New York University at the end of 2023 with the degree of Bachelor of Arts in Computer and Data Science from the College of Arts and Science, minoring in Game Design and Web Programming and Applications. I'm set to pursue a Master of Science degree in Game Design and Development at the School of Cinematic Arts, University of Southern California.

Some fun facts about me:
  1. The game I've played the longest is "League of Legends," which I've been playing for nearly a decade since middle school.
  2. My favorite indie game was "Inside" for a long time.
  3. My recent favorite game is "Baldur's Gate 3."
  4. My hobbies and profession are highly aligned: playing games.

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Hi!我是杨皓宇,目前是一名base在洛杉矶的游戏技术策划。我在2023年底取得纽约大学的计算机与数据科学的本科学位,同时辅修游戏设计和网络编程与应用,并即将在南加州大学电影学院攻读游戏设计与开发的硕士学位。

关于我的一些fun facts:
  1. 我玩的最久的游戏是《英雄联盟》,从初中玩到现在已经将近十年。
  2. 我很久以来最喜欢的独立游戏是《inside》。
  3. 我最近最喜欢的游戏是《博德之门3》。
  4. 我的爱好和专业高度统一,就是打游戏。

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Contact Information

haoyuyangwork@gmail.com
+1 (917)-683-9460 / +86 (133)-2783-4057
jupyternotmybook
www.youtube.com/@aniyang4004

#3 Retro Evasion


Game Type:               VR Puzzle Game

Position:                Game Designer,
                         Game Artist,
                         Game Programmer

Team:                    Haoyu Yang (Me)

Engine Used:             Unity

Development Hardware:    Oculus Rift S

Development Time:        July 2023
Retro Evasion is a VR puzzle adventure inspired by childhood memories. Players find themselves in their room from a decade ago, tasked with deciphering clues and completing past tasks. However, caution is paramount as they need to be vigilant for the unexpected arrival of parents who might enter the room. Dive into this nostalgic journey and relive those sneaky childhood moments.


Retro Evasion是一款由童年回忆启发的VR解密冒险游戏。游戏开始时,玩家们将回到十年前自己的房间,通过解开线索完成过去自己留下的任务。然而,必须小心,因为他们需要对可能随时进入房间的父母保持警惕。深入这段怀旧之旅,重温那些小心翼翼却开开心心的童年时刻。




Inspiration


Childhood is a vibrant mosaic of unforgettable memories for me, marked by playful escapades like secret bubble tea outings and exchanging gifts. Amidst this joy, my sanctuary - my room - was often breached by my parents' unexpected checks. Their well-meaning chides upon discovering my activities became a familiar refrain. Over time, I devised tactics to dodge these intrusions, although I now recognize their mischievous nature. Ironically, while I once yearned for freedom from such oversight, I now nostalgically treasure those moments from a decade ago.对我来说,童年是由一段段难忘的记忆组成的,充满了如偷偷喝珍珠奶茶和与朋友们交换礼物这样的欢乐冒险。在这份欢乐中,我的避风港——房间,经常被父母意外的检查打扰。他们发现我的活动时善意的责备成了熟悉的旋律。随着时间的流逝,我渐渐掌握了策略来躲避这些突袭。尽管我现在意识到曾经的顽皮本质。讽刺的是,虽然我曾经渴望摆脱这样的监督,但我现在怀旧地珍藏着十年前的那些时刻。


Meaning of Retro Evasion


对我来说,仅仅十年前的童年是一个我深深珍惜但无法亲身重访的时期。由于多次搬家,我童年的有形遗迹很少,使得回忆成为唯一的桥梁。通过这款游戏,我旨在用VR为玩家提供一次沉浸式的回到过去的旅程。

父母突然进入房间的元素可能会激起许多人的复杂情感。曾经感觉像是严格的监管,我现在视为深切的关爱的反映。在制作这款游戏时,我避免了对父母方式的刻板印象。虽然在中国家庭动态中有共同的线索,但每个故事都有其独特的编织。我鼓励玩家在游戏中探索这些关系,从中得到自己的见解和理解。
Childhood, a mere decade ago for me, is a time I deeply cherish but can't physically revisit. Due to various moves, tangible remnants of my youth are scarce, making memories the only bridge. Through this game, I aim to offer players an immersive journey to their past via VR.

The element of parents suddenly entering the room might stir mixed emotions for many. What once felt like strict supervision, I now see as a reflection of deep care. While crafting this game, I steered clear from stereotyping parental approaches. While there are shared threads in Chinese familial dynamics, every tale has its unique weave. I encourage players to explore these relationships within the game, deriving their own insights and understanding.



GamePlay


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Game Objective


在游戏中,玩家被带回到十年前的自己房间。他们的任务是躲避可能随机闯入的父母(在特定时间框架内发生,通过脚步声发出信号),必须搜索房间,解密线索,并完成四项任务。任务完成后,玩家返回到他们的现实时间,达成胜利。然而,如果在父母检查时被抓到,就会扣除一条命。失去所有的生命就意味着游戏结束。In the game, players are transported back to their room from a decade ago. Tasked with evading parents who may randomly burst in (occurrences within specific time frames, signaled by footsteps), they must search the room, decipher clues, and accomplish four missions. Upon completion, players return to their present time, achieving victory. However, if caught during a parental check, a life is deducted. Losing all lives results in game over.



Summary Before Developing


  • Modeling - The game uses nostalgic items like locked diaries and popular snacks to evoke childhood memories

  • Game Mechanic - Parental intrusions act as obstacles, adding tension and relatability to the puzzle-solving experience

  • Sound Tracks - Chinese voiceovers and anticipatory footsteps heighten the game's authenticity and excitement

  • While revisiting childhood, the game prompts players to reflect on parent-child dynamics without passing judgment

  • 建模 - 游戏使用如锁着的日记本和流行的零食这样的怀旧物品来唤起童年回忆

  • 游戏机制 - 父母的闯入作为障碍物,为解谜体验增添紧张感和可关联性

  • 音轨 - 中文配音和预示性的脚步声提升了游戏的真实性和兴奋感

  • 在重温童年的同时,游戏促使玩家反思父母与子女之间的关系,而不做出评判



Game Development


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Mechanic: Damage Assessment

When the door is pushed open, the player is expected to be caught by their parents for not studying, resulting in losing health. However, there are two scenarios where the player doesn't lose health.当门被推开时,玩家将会因为没有在学习而被父母抓到,导致命减少。然而,有两种情况下玩家不会失去命。


Scenario 1


The player is in a safe blind spot between the bookshelf and the desk when the door is pushed open, making it impossible to be immediately detected by parents.当门被推开时,如果玩家处于书架和书桌之间的安全盲点,将无法被父母立即发现。





Scenario 2


The player is holding a book in their hands, and the parents pushing the door assume that the player is studying.当玩家手里拿着一本书,父母推门进来时会认为玩家正在学习。








Challenges


Developing a VR game for the first time posed unique challenges:

  • Unlike 3D games where UI is an overlay, in VR, the UI often becomes an object within the environment.

  • VR's immersive environment demands thoughtful placement of items (hard for grasping for a lot of time), especially in puzzle games, to ensure intuitive interaction.
首次开发VR游戏带来了独特的挑战:

  • 不同于3D游戏中UI是一个覆盖层,在VR中,UI往往成为环境中的一个对象。

  • VR的沉浸式环境要求对物品的摆放(尤其是在需要长时间抓握的情况下)进行深思熟虑,特别是在解谜游戏中,以确保直观的交互。



Further Improvements


  • 在演示版本中,由于工作空间有限,我将解谜对象放置在更显眼的位置以便更容易访问。在未来的改进中,解谜项目应该放置在需要更多思考但仍然方便抓取的地方。

  • 整体游戏模型仍然相对粗糙,缺乏诸如物体纹理之类的精细细节。它们可以进一步打磨。
  • In demo, due to the limited workspace, I placed the puzzle objects in more prominent locations for easier accesses. In future improvements, the puzzle items should be positioned in places that require more thought but are still convenient to grasp.

  • The overall game models are still relatively rough, lacking refined details such as the texture of objects. They can be further polished.



View More


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For complete information about the game, please visit the Google Drive here:
查看更多关于游戏的游戏的信息,请在Google Drive里查看:

https://drive.google.com/file/d/1o6ySq9cv9UP7UcEUPKSdJgdZqqYdDkZl/view?usp=sharing