Interactive Storytelling
- "Eyes Off!"
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
TOOLS & SKILLS
Unity, C#, Adobe Photoshop & Illustrator, Procreate
Timeline
Feb - May 2023
Motivation
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?
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 gray-area 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"
After iterations and user-testing, I chose 9 levels from my storyboard and grouped them into three chapters:
General (Levels 1–3): Abstract scenarios introduce societal gaze.
Gender Roles (Levels 4–6): Players confront restrictive expectations.
Harms (Levels 7–9): 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.
Levels increase in complexity, contrasting passive conformity with active resistance.
Game Mechanics
/Gaining Eye-Bye Glove
/Second Playthrough - Slapping eyes off
UI Design
Vivid visuals and intuitive layouts: The UI enhances gameplay immersion with a cohesive aesthetic that reinforces the narrative.
/Landing Screen
/Pause Button
/Progression
Unity Development
/Unity Development
Exhibition
During the exhibition, over 50 participants engaged with the game, with 85% providing positive feedback on its impactful messaging and gameplay mechanics.
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.

























