Rebekah Brown is a designer from Glasgow and a recent graduate of the MSc Serious Games & Virtual Reality course. Through taking this masters course, Rebekah has been able to advance her 3D modelling, 3D animation, programming and game development skills.
Rebekah graduated from the BA (Hons) Interaction Design course at the Glasgow School of Art in 2021.
King Arthur’s Round Table (2022)
‘King Arthur’s Round Table’ was created as part of a submission for the Advanced 3D Modelling elective. The aim of this project was to focus on designing textures and creating ambience through the scene’s lighting.
Textures were created using Adobe Photoshop. 3D modelling, animation and lighting were done using 3Ds Max.
Carbit Capture is a game about removing ‘carbits’ from the environment. Players will navigate the game board, using their carbits as a currency to plant trees, harnessing their knowledge and social skills and competing with other players to be the first to reach carbit neutrality.
At its core, the game design is intended to encourage players to understand that their actions have consequences. That the small decisions they make can have a dramatic effect on their personal climate impact, and that carbit neutrality is a difficult but achievable option which will in turn improve the world. By encouraging players to understand the problems the world is facing at all scales, from a household to a country, we hope to empower them to understand that using that knowledge can turn their footprint into a net positive for the world by trapping their carbits in sustainable forms.
Each player represents a household within the community of the other players. The main goal of the game is to become a carbit free household by making good choices along the way. Once any player has reached this carbit free state, they are the winner of the game.
You’ll Be Okay (2022)
‘You’ll be okay!’ is an educational simulation game, where the main player will navigate situations that may be stressful for someone who experiences anxiety. During these stressful situations, the player must use ‘grounding’ techniques that are loosely based on the “5 senses grounding techniques” to reduce the anxiety meter and bring the player back to a neutral state.
The target audience are people who know someone suffering from this condition or simply wish to know more about it but would like to have a safe space where they can partially experience what being outside, in ordinarily, normal situations like going to the supermarket, feels like for people who have this condition.
Textures were created using Adobe Photoshop. 3D assets were created using 3Ds Max. Game developed using Unity.
I can’t concentrate (2022)
‘I can’t concentrate’ is a simple narrative game about living with attention deficit hyperactivity disorder (ADHD). This game was created for my master’s dissertation project. Two major characters in the game are modelled after separate ADHD behavioural subtypes. The protagonist, a young schoolgirl named Inattentive Izzy, has symptoms from the ‘inattentive’ subtype. Users play through the story as Izzy and experience the game from her perspective. Izzy is a hardworking and ambitious student who struggles to concentrate on what appears to be ‘simple’ tasks. Her ability to concentrate and stay on task frustrates her, but she does not let this impede her. Izzy recognises her brain works differently from other students in the sense that she can’t sit down and focus easily. Whereas another character, a male non-player (NPC) named Hyperactive Harry, has symptoms of the ‘hyperactivity’ and ‘impulsiveness’ subtype.
Additionally, the game follows a linear narrative in that the story starts at the beginning and the events of the story are told in chronological order. Level one takes place in Izzy’s home. The player is tasked with getting ready for school. Izzy has to find her school uniform, brush her teeth, wash her face and get ready for school. However, Izzy has forgotten where everything is and keeps forgetting what she is doing. The player must navigate the scene and complete one task to be able to move on to the next task. The purpose of this is to keep the player controls and gameplay mechanics simple. The user has to interact with keys on the keyboard to interact with items to complete tasks. However, the key that the user has to press is constantly changing. This is done on purpose to throw the player off. This is also done to show that Izzy is constantly finding it difficult to follow instructions. It is to make it harder for the player to follow along so they can understand how Izzy feels.
Hyperactive Harry is introduced in level two. Harry cannot sit still and acts as a distraction to the player and Izzy. However, he is not being stubborn, or misbehaving – it is just how his brain works and he cannot help it.
This project was created using 3Ds Max & Unity.