Eyes Off!

An interactive storytelling game exploring social pressure and victim-blaming.

This interactive story game tackles victim-blaming culture surrounding gender issues. Through 9 compelling levels of everyday experiences, players are empowered to embrace vulnerability and reject judgment. The game fosters self-reflection, challenges absurd societal norms, and inspires action toward a safer, more inclusive world.

TEAM

Self-project
@ Parsons MFA Design & Technology

MY ROLE

Game Designer & Developer, Illustrator, Animator

TOOLS

Unity, C#, Adobe Photoshop & Illustrator, Procreate

Timeline

Sep 2022 - May 2023

01

Motivation

In 2022, a woman's anonymous article about suspected secret photography went viral. Instead of support, she faced harsh victim-blaming, shifting focus away from the act of harassment. Shocked by society's unrealistic standards for victims, I conducted in-depth research on gender theories and personal stories. Inspired by feminist discourses, I sought to use game design as a powerful tool to drive awareness and encourage positive change.

In 2022, a woman's anonymous article about suspected secret photography went viral. Instead of support, she faced harsh victim-blaming, shifting focus away from the act of harassment.

Shocked by society's unrealistic standards for victims, I conducted in-depth research on gender theories and personal stories. Inspired by feminist discourses, I sought to use game design as a powerful tool to drive awareness and encourage positive change.

02

Research Question

The project is rooted in gender theory and feminist perspectives on sexual harm. Inspired by Raewyn Connell’s "Gender in the World Perspective" and Erinn Cunniff Gilson’s "Vulnerability and Victimization", I developed a framework to understand how victim-blaming emerges. I asked:

How can embracing vulnerability inspire agency and disrupt victim-blaming culture?

03

Design Process

To convey my research question effectively, I chose game design as the medium after experimenting with multiple prototypes. My goal was to challenge societal norms while engaging players with an approachable, lighthearted tone.

I decided to highlights daily scenarios that are in gray-areas where individuals may feel vulnerable under social expectations, particularly in the context of gender politics.

Guided by user testing and feedback, I iterated on mechanics and interactions to balance playfulness with context.

Key innovations included:

  • Transforming scenarios into interactive puzzles to maintain player motivation.

  • Introducing Peepers, a whimsical eye monster symbolizing social gaze and discrimination, to deepen the narrative and provide a clear antagonist.

Storyboard Brainstorming

Antagonist - "Peeper"

04

Refinement - Final Level Design

After iterations and user-testing, I chose 9 levels from my storyboard and grouped them into three chapters:

Levels 1–3: General

Abstract scenarios introduce societal gaze.

Levels 4-6: Gender Roles

Players confront restrictive expectations.

Levels 7-9: Harms

Levels 7-9:
Harms

Specific instances depict oppression and vulnerability.

Players begin as red characters, out of alignment with social norms, and complete levels by adjusting interactions. Success is visualized as closing Peepers’ eyes and turning characters green, signaling progress and clarity in gameplay.

Level 1 - Shape

Level 2 - Belonging

Level 3 - Standing Out

Level 4 - Childhood

Level 5 - Outfit

Level 6 - Food & Figure

Level 7 - Posture

Level 8 - Drinking

Level 9 - Sexual Harassment

Levels increase in complexity, contrasting passive conformity with active resistance.

05

Game Mechanics

After completing the initial playthrough, where players solve puzzles by conforming to norms, they enter an empowering phase. Equipped with the Eye-Bye Glove, players go back to each level and slap the eyes off the monster Peepers, reclaiming their agency.

Metaphor in Action

This mechanic represents breaking free from conformity and halting invasive scrutiny.

Dynamic Feedback

Satisfying sound effects and visual cues amplify the feeling of empowerment and accomplishment.

Hidden in Plain Sight

The Eye-Bye Glove is unlocked on the second playthrough, but it was already hidden inside a gray box in every level from the start. Revisiting these spaces reveals that the option to reject imposed expectations was always there.

Gaining Eye-Bye Glove

Second Playthrough - Slapping eyes off

This playful yet impactful mechanic embodies the strength of standing against societal judgment, offering a cathartic and empowering experience.

06

UI Design

/Landing Screen

Pause Screen

Progression

07

Unity Development

To elevate the player experience, I utilized the Unity plug-in FEEL to integrate smooth animations and dynamic camera movements, adding polish and immersion to the game.

Design implementation focused on serving the narrative. The antagonist, Peepers, symbolized societal gaze and was central to the gameplay. Its animations and sound effects were meticulously designed to evoke emotional tension, amplifying the game's message.

Unity Development

08

Exhibition

During the exhibition, over 50 participants engaged with the game, with 85% providing positive feedback on its impactful messaging and gameplay mechanics.

09

Evaluation

Players praised the empowering action of slapping "Peepers", resonating with the game’s core message of rejecting judgment. While some takeaways varied from my original intent, all aligned with the theme of social change.

Looking ahead, I envision:

  • Expanding levels to explore diverse daily scenarios.

  • Enhancing interactivity with more excitement and challenging feelings.

  • Broadening accessibility for players of all ages, ensuring impactful gameplay for future generations.

This project leveraged my cross-disciplinary expertise in storytelling, interaction design, and technical implementation, bridging theoretical research with an engaging, thought-provoking experience.