Designed & Produced by Jia Peng
Game Creations
Main Projects
Sailing In The Darkness
Position: Game&Art Designer(SOLO)
The core mechanics of games are tactile sense and basic math. The game has a total of six different chess pieces, requiring players to physically touch and differentiate them for accurate classification. Designed the mechanics and hand-crafted chess pieces for optimized gameplay.
Folding Petals Reverse…A Rose
Position: Game&Art Designer&Programmer(SOLO)
A narrative video game aims to explores philosophical idea. Players undergo the process of "self-rebuilding" through dialogue, interaction and combat, risking the result being failure. The game wants to explore how youth today confront the sense of nothingness.
Position: PM&Game&Art Designer
Crazy x Crazy
Worked in a team of 4 to create a dice-rolling game centered on mental health themes, characters with unique skills for enhanced replayability and dynamic competition. Emphasized simplicity with easy rules and basic math, encouraging strategic skill usage and counterattacks for victory.
We, the Plural Form Of ‘I‘
Position: Game&Art Designer(SOLO)
An interactive exhibition project spanning two floors, themed on death and the afterlife. Consists of a "gameplay" section where audiences participate in performances and solve puzzles, and a "social practice" section showcasing epitaphs left by viewers. The goal is to eventually establish a virtual cemetery community.
Position: Game&Art Designer&Programmer(SOLO)
There Is A Mark On The Wall
A tiny tiny autobiographical flatgame with experimental scenes. The core of the game is inspired by Virginia Wolf’s short story The Mark On The Wall.
Position: Game&Art Designer&Programmer(SOLO)
The Blood ofPomegranates
A philosophical game about the shape and properties of time.
Position: Game&Art Designer (SOLO)
Dimensions of the Observation
Game Jam
EXIT
Position: Game&Level&Art Designer
It’s too noisy. You are framed in a restricted area in the game. Find your earphone to move around and find your way through decryption. Pacing forward, you will obtain surprising ‘gifts’. Use them wisely to solve the problems you encounter along the way.
Ludum Dare 54
Defy Holy Potato
Position: Game&Art Designer
Worked in collaboration within a team of 5 to produce Defy Holy Potato, a 2D narrative adventure game. Responsible for designing the main plot along with 6 original characters with complete backstories.
GMTK 2023
Position: Game&Art Designer
2-Way Radar
Worked in a team of 5 to create Two-way Radar, a narrative puzzle game based on the theme of “Delivery.” Responsible for designing the entire story, dialogues, and characters.
Ludum Dare 53