top of page
Picture1.png

Radical Inclusion 

 
 
 

Role: Narrative, Quest and Sound Designer 
Location:  University of South Wales
Team Size: 3
Degree: Masters 
Duration: 2 Weeks  

 

Module Synopsis​
​

During one of my modules called the Games Innovation Gauntlet, we had to build rapid prototypes in the span of a week or two depending on the requirement. This game jam was unique and at the same time challenged me to step out of my ordinary routine of creating prototypes and designing something more radical. 

​

As the industry is ever-growing and ever-changing games have become more accessible and disabled friendly and keeping that in mind we had to design a radically inclusive game that is designed for a select few and catered towards them to enjoy games just like others. 

 

The module brief was the following. It is time for us to be radical, radically inclusive. Designing with inclusion from the outset and questioning your design biases from the outset. 

This challenge is presented to us by Faye Allen, Lead Augment Reality & Game Developer at Sugar Creative. www.sugar.agency 

 
Picture1.png

Originally this is a very slow-moving rotation of the planets designed in Unreal engine. This is simply a picture designed for the sighted players. It is not crucial in any way to the story and will not hinder the non-sighted player. 

The above graphic audio is the final product. 

 
 
Responsibilities

​

  • Writing the narrative for this game jam.

  • Designing the scripted scene audio cinematic. 

  • Designing a little bit of the visual for sighted players. 

  • Keeping it simple, minimalistic, and clean.

  • Helped design the tutorial scene 

 
 
Prototyping ​

​

  1. This game jam was the most fun project I had created as I got to dive deep into a world of graphic audio and do some extensive research about surround sound. ​

  2. Since I am an avid reader and have listened to quite some audiobooks I already had an idea of the surroundings and situations I was going to make the listeners feel engaged. 

  3. An inspiration for this media I was told to look into was a blind game called The Vale: Shadow of the Crown which gave me some more idea about how the players would actually navigate within the world and how the sounds would tie into the gameplay.

  4. Since it was done on such short notice I used the help of an AI voice website that quickly helped me with the dialogues in different accents. Website is called- Replica Studios

​

​

 
Document of the Dialogue written. 
 
bottom of page