Noah Sena | Portfolio

Saint Surgeon
Game developed for the Playful Making module during my master's. The goal was to develop a game using an eye-tracking device. The entire game is controlled solely by this device. The game involves performing surgery using eye movements and blinks.

In this project, I served as the game designer for the team. I was responsible for creating a game that met the requirements of the master's module and the limitations of the chosen device: an eye tracker. The aim of this module was to develop games quickly where the ideas and mechanics had to be adapted to a specific device provided by the professors. With this in mind, I came up with the idea of developing a surgery game where the player controlled medical tools with their eyes and performed actions by blinking. As in real surgeries, the player needed to be precise and calm to succeed.
To add a comedic tone, I introduced a brief story divided into three parts:
The player is a failed doctor performing illegal operations to earn money and regain prestige. After completing the surgery, the player discovers that:
the doctor has made a pact with the devil and must offer the newly operated body as a sacrifice. To do this, the player must perform the ritual precisely for the demon to accept the offering.
After this, a shooter sequence begins where the demon wants not only the patient but also the player. The player must battle the demon, controlling the character in the underworld with their eyes, shooting at the demon and dodging its attacks.
Unfortunately, due to the time spent searching for the device’s documentation and drivers, the programmer had little time to develop the entire project, and we only managed to program the surgery part, and even then, in a simplified manner.
Although it did not turn out as planned, creating this game was extremely enjoyable. I feel that I learned a lot about making a well-targeted GDD, ensuring both the artist and the programmer could perform their roles effectively.

1st meeting, choosing technology.

The device we should work with.

Me, the artist and the producer. I was presenting the idea and getting feedbakcs.

Some drafts about the idea and how it would be done before going to the computer.

Final adjustments before presentation.


Presenting the game and final results.
Some of the playtests.
Project Gallery

Technical Specifications
When
18 May 2023
Whom
University of Plymouth
Roles
Game Designer
Software
Excel and Power Point
Methodology
Device oriented
Learnings
I have learnt how to operate a device, use the device to select more fitting ideas, and develop mechanics to better utilise the given device. Additionally, I have increased my expertise in developing a GDD, making it more useful for artists and coders to do their jobs.
Problems faced?
The eye-tracking device was quite old and had outdated documentation and drivers. Additionally, it had limitations on using all its functionalities: the free licence only offered both eye-tracking simultaneously and double-blink recognition. Using one eye at a time was not possible.
Solutions?
I had to change the mechanics, as the original design involved blinking the left or right eye, as well as moving just one eye at a time to perform certain mechanics.






















