Games by Christie Iseki

Created for work and created with love!


ABOUT

Hello, I'm Christie "Valentine" Iseki! I'm a recent grad from Woodbury University, receiving my BFA in Game Art & Design. I've developed skills in game design and screenwriting over my academic career.

One of my notable game projects is my prototype Shifting Foundations, which was published in Scribendi's 2024 volume. I also worked on an educational game, Numerical Num-Nums!, meant to teach math skills to children in Brazil. Numerical Num-Nums! was done in collaboration with Woodbury University, who published an article on the process.

I'm a big fan of Yoko Taro's works which made me want to go into game design. I also have a little black cat named Fifi, pictured below.

You can contact me by email at [email protected], or shoot me a message on LinkedIn!

SCREENWRITING

Click on title pages to read!

GAME DESIGN

Click on a project to learn more!










An educational Sci-Fi math game, help the alien seal Chef Gnarp at his bakery by solving fraction based equations! Put the correct decoration on the cake by solving math equations from customers.
This prototype was created for an educational program to teach young children math skills in Brazil, which Woodbury University published an article on. Read the article here and watch the trailer below!

Contributions


Programming

Created a dialogue system used in the tutorial.
Implemented fractions for math equations into a C# List to display as multiple choice options in gameplay.


Narrative

Wrote tutorial dialogue with the intent of teaching kids in an engaging manner that is age appropriate for children ages five to seven.


Localization Management

Recruited multiple localizers to translate dialogue from English to Portuguese to make Numerical Num-Nums! playable in both languages.


VERSE is a 3D puzzle game following the story of Vettel, a scientist searching throughout the multiverse for his research partner Lumay after an experiment gone wrong. Switch between different universes to solve environmental puzzles and uncover the secret of Lumay's disappearance.

Contributions


Game Design

Worked with team to develop core mechanics for gameplay when discussing the initial concept.
Created puzzles that utilized each universe's environment.


Level Design

Designed layout for different universes and how each universe would have corresponding locations.
Worked on peripheral city to create a fully developed environment.


Optimization

Optimized game to run at a higher framerate by working closely with Unity's profiler and development builds.

Shifting Foundations is a narrative driven level design prototype created as a solo project. Given the prompt "solarpunk luxury skyscraper," I created a level where the player can manipulate plants to destroy an apartment they are trapped in.
I worked with creating vertex shaders in Unity's shader graph to create the growing effect of the plants.
This prototype was published in Scribendi's 2024 edition, which can be read here!


My first senior thesis project Door to Door Idol is a 2D rhythm game where an aspiring pop star performs at her neighbors' doorsteps to get their support for her musical journey. But with fans comes haters, and she must defend herself against the neighborhood kids by deflecting their attacks to the beat of the song.

Mechanics & Game Design


Performance Gameplay

Performances are the gameplay state when the player is performing songs at neighbors' doorsteps. This aspect of the gameplay was meant for the player to affect the environment around them and actively engage with making a change to progress.


Note Types

Notes are the stars that appear in gameplay that need to be hit in order to raise the player's score. I paced difficulty through note types where basic notes require a left click or a right click while hold notes require the player to hold down the mouse button.


Quick Time Events

QTEs were included in the hardest Performance stage. Notes with angel wings indicate that a quick time event will appear next to the player, and they are prompted to press the correct keyboard input. This was to create chaotic gameplay where the player needs to pay attention to both keyboard and mouse controls.


Dance Battle Gameplay

Dance Battles are the second state of gameplay where the player is deflecting cookies being thrown at them and their stage equipment. Rather than affecting the environment, the player is responding and reacting to what is happening around them.



My second senior thesis project, Mallpocalypse is a 3D hack and slash with dress up game elements.
Players must save a mall taken over by evil. Customize both the player and weapons to slay enemies in style!

Mechanics & Game Design


Customization

Players can customize their character's appearance and add accessories to weapons. Customization options give different stat boosts that impacts gameplay to flow how the player wants. Inspired by dress up games, customization also allows the player to express themselves through their character.


Combat

Combat was done by using animation events in Unity. Weapon swapping gives players the option to fight with either a sword or purse. Weapon accessories can be added to gain stat boots, which allow players to customize their own play style and how they engage with enemies.


Mocap Animations

I had the opportunity to use a wireless mocap suit to create the animations seen below.


Vending Machines

Vending machines give players a randomly generated item and are one-time use. I served as the director for this animation. As the director, my role involved guiding my performer to exaggerate his movements to accurately reflect in the animations.


Fishing

Players can obtain currency by fishing in the mall fountain. After implementing the animation into Unity, I added the fishing rod by parenting it under the avatar's hands and using SetActive in code.


Death Cutscene

I performed the death animation under the direction of my peers at Woodbury University. As a performer, I collaborated with my director to act out scenarios under his instruction and provided my own creative input on the animation's movement.


Giant City Monster All-Out-Attack is a VR prototype where players destroy a city as a kaiju. Grab buildings, oil tankers, and helicopters to smash into nuclear power plants. This prototype is available to play here!

Contributions


Title Screen

Designed and implemented the title screen's UI elements. Imported custom fonts and helped set up button interactions.


Narrative

Worked on initial creative concept and game's storyline with team members. Assisted with different endings added for story immersion.


Debugging / Playtesting

Playtested over development to report bugs and worked with team members to find solutions. Gave input on direction for gameplay and game balance.