Julian Orrego
ePortfolio

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SeriousGames
Lunar Quest
Video Work
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Current Goals

Find a solid company to work for around the Raleigh/Durham area.
Network with the Triangle area Gaming companies.
Establish myself in my new home in Holly Springs, North Carolina.
Update my e-Portfolio. 

Achievements

So far I have the opportunity to work in various extremely fulfilling projects during my academic and Proffesional development. I have the opportunity to work with great organizations such as:
 IST (Institute of Simulation and     Training)
 NAVY
 BBN
 I.D.E.A.S
 ALION
 Robin Wood Johnson Foundation
 Juvenile Diabetes Foundation
 Pearson Printing
 National Science Foundation
(check out the projects page for more)

Special Thanks

FIG
MCMP
To go back to the Projects page click HERE

Guardian Angel (Robin Wood Johnson foundation)


This game is designed to give players a chance to practice the stimulus control technique of removing all alcohol related items from their home. This may include items that contain alcohol including alcoholic beverages, mouthwash, and cough medicine. It could also include items that remind the players of alcohol such as art containing alcohol, clothing with beer logos, and a shot glass collection. An exact list of objects will be provided by SMEs.




Here are some more details about the game...

Game Play
Players take on the role of a guardian angel overseeing a recovering alcoholic. They are tasked with guiding their character through each day of their life. Based on the decisions that players make, their character will be more or less likely to relapse.
Core Game
The main game interface will play very similarly to “Kudos.” At the beginning of each day the player is presented with some narrative describing what has happened to their character that day and is then presented with a choice of what to do. The player can choose to do one of two categories of things: “Do Something Alone” or “Do Something in a Group.” In order to make this decision the player is provided with a large amount of data. The player will also be able to schedule meetings or classes throughout the week.
Data Provided
While there is a lot of data provided to the player it is manageable through careful categorization and grouping.
General Character Information
This data is presented on a top bar of the Game screen. This information includes:
* Day of the week
* Character’s name
* Cash
* Relapse Meter
* Schedule
Specific Emotional States
This section is represented as a series of bar graphs ranging from 0% to 100%.
List of Player Statistics:
* Bad Mood
* Stress
* Loneliness
* Tiredness
* Boredom
The statistics will be further manifested in a Relapse Meter. The meter will look like a thermometer and the value will be determined by averaging the values of the statistics.
Relationships
People the character has a relationship will be displayed in the region to the right of the player and will be connected to the player using a single semi-transparent line. The type of relationship will be defined using a box under the image that will contain icons with emoticon faces for how the relationship feels about their relationship with the player as well as an alcoholic beverage icon to define the relationships support of the characters drinking.
Players will begin with at least 1 strained relationship that they need to build. They will also have at least 1 old drinking buddy who could pull them back towards drinking.
Relationships that are unmanaged for long periods of time can become red in both fields and soon that relationship will leave. These friends may nag the player before leaving increasing their stress levels. Conversely the more a player does things in groups the more friends they will meet and add to their relationship screen.
Embedded Cues
Cues can be embedded in the background of the main interface to show that specific tasks need to be accomplished. For example the background will show an increase in subtle drinking related imagery over time. A “beers of the world” book may appear on the bookshelf. A painting that includes drinking may appear on the wall. A t-shirt with a beer logo might be laid across the top of the hamper. As this increase stats will be negatively affected until a house cleaning is preformed.
Schedule
Each character will have a weekly schedule. In this schedule they can keep repeating tasks such as classes or AA meetings. They may also schedule time with a therapist or possibly take a night job. On the day these events come up, players will be able to choose to have their character attend them or not. If characters are too “fatigued” they may forcefully skip their scheduled event. If this happens this will be described at the beginning of the turn.
AA Chips
All characters start out in AA. As such players will earn AA Chips over time. There are chips for 1 day, 60 days, 90 days, and more. Actual list will need to be looked up. Chips should match what they look like in the real world.
Character Start State
Each character starts having just gotten out on their own in their own place after getting trough a rehab program and halfway house. The character is eager to re-establish its life. It has a set of relationships including a family and both supportive and drinking friends. The character does not have a drivers license. The character is employed as a day laborer, but has some options available to switch to if desired.
Sponsor
The sponsor is used as a staple both in the core game and in mini-games. Sponsor provides information about the activities in the core game, does an end of day review of activities, and provides hints in mini-games.




To go back to the Projects page click HERE

This Page was last updated 11/04/2009