The gaming industry has long struggled with racial representation, with protagonists disproportionately white or Asian and characters of color often underrepresented or stereotyped.
In this project, in Arizona State University's Media Arts & Sciences program, I explored how representation can move beyond narrative and into gameplay itself.
Lack of Diverse Characters: Historically, video game characters have been predominantly white or light-skinned. When non-white characters are included, they are often relegated to secondary or stereotypical roles.
Design a simple platformer that incorporates racial representation as an interactive system, allowing players to see themselves reflected in the character they control.
The challenge was to address a complex social issue within the constraints of a small, playable prototype.
The goal was not to solve representation, but to prototype how it might be meaningfully embedded in play.
The game pairs a minimal platforming experience with a character customization feature. Rather than building a complex system, it focuses on a limited set of five skin tone options, using constraint to keep the mechanic clear and accessible while establishing a foundation that can expand to include a broader range of identities and expressions.
This approach prioritizes usability and clarity over completeness, framing customization as a symbolic entry point into broader conversations about representation. It also extends to secondary audiences, including educators, where the game can support empathy and self-recognition in younger players.
Timeline
Typically, game development can take months or even years, especially for larger projects. However, I had to create a playable prototype within a much shorter timeframe, which meant I had to prioritize certain features and mechanics while leaving others for potential future development. Here’s a rough timeline of how I planned to approach the project:
Define the Game Concept: Decide on the theme, story, and main mechanics. This includes the customization options for the character's appearance.
Game Design Document (GDD): Write a GDD to outline gameplay, story, levels, controls, and any unique features.
Basic Mechanics: Implement core gameplay mechanics like movement, jumping, and collisions.
Level Layout: Create basic level layouts to test how the player will interact with platforms and obstacles.
Customization Mechanic: Prototype the character customization feature, especially as it relates to the theme.
Character and Environment Art: Design and create character sprites, backgrounds, and platform assets. Use Photoshop or Illustrator for 2D art, then import into Unity.
Sound and Music: Develop or source sound effects and background music to match the theme. (TBD)
Gameplay Mechanics: Code character abilities, enemies, obstacles, and game physics.
User Interface (UI): Design and implement HUD elements like score, health, and customization options.
Character Customization: Implement UI elements and underlying code for customizing the character’s appearance.
Detailed Level Design: Build a level that becomes progressively challenging, introduce new mechanics gradually, and fit the game’s story and theme. (TBD)
Testing: Test game level(s) to ensure they’re engaging and fair.
Playtesting: Have players test the game to gather feedback on mechanics, difficulty, and enjoyment.
Bug Fixing: Identify and resolve bugs, especially those related to player movement, physics, and customization.
Polish: Refine animations, transitions, and UI to improve the game experience.
Publish the Game: Make sure the game runs smoothly on all target platforms. (TBD)
Submit Game on Canvas: Prepare promotional materials like trailers, screenshots, and a website if needed.
I experimented with Unity and some other game engines before, but this was my first time attempting to make a game or even a playable demo. Although the timeline was ambitious, it helped me stay organized and focused on the key milestones. I had to make some adjustments along the way, but overall it provided a clear roadmap for the project should I decide to turn it into a fully developed game in the future.
The result is a working prototype that translates an abstract issue into a playable interaction. While limited in scope, the project demonstrates how even simple systems can engage questions of identity, representation, and player connection.
A short gameplay video is included below, as well as a video presentation of the research behind the project.