Rabbit (KatherineZheng) (2021)
Description
The game titled Rabbit, developed by Katherine Zheng in 2021, serves as a demonstration project for a business student's course assignment. The game was created as part of a learning exercise, utilizing knowledge and skills acquired throughout her studies. With valuable guidance from Professor Peter and Albert, Katherine was able to transform her idea into a playable demo that showcases both her understanding of game design and business concepts.
The game itself is a simple, yet engaging, representation of a concept that blends creative gameplay mechanics with business-oriented thinking. It features an interactive environment where players control a rabbit navigating various challenges. The demo is more than just a technical project; it highlights the integration of business principles, such as market analysis and consumer interaction, within a gaming framework. This unique approach allows the game to function as both a learning tool and an introduction to the fundamentals of game development and design.
For asset creation, Katherine Zheng worked with a variety of resources, contributing to the overall visual style of the game. One of the notable assets used in the game is the Rabbit Squat created by artist hanjum, which adds a quirky and fun element to the gameplay. In addition, a carrot asset by Hene provides the necessary interactive object that players must seek out and collect as part of the gameplay experience. These assets, combined with Katherine’s programming, helped bring the game to life with a playful and enjoyable tone.
The game’s design, though simple, has a strong focus on learning through gameplay. By combining business concepts and interactive design, the demo presents a fresh approach to game development. The feedback and support provided by Professor Peter and Albert were crucial in refining the game mechanics and ensuring that it met the requirements of the assignment while also showcasing the potential of game-based learning.
Overall, Rabbit serves as a testament to Katherine Zheng’s ability to apply her business acumen in a practical and creative manner. The game may be a small demo, but it stands as an example of how education, creativity, and collaboration can come together to create something unique and meaningful. As a business student's project, it not only demonstrates her technical skills but also offers insight into the potential of using games as educational tools in real-world scenarios.
The demo is available for those interested in experiencing the result of this academic endeavor, and it reflects the growing trend of integrating business and technology through interactive media. As the gaming industry continues to expand, projects like Rabbit highlight the interdisciplinary nature of modern game design and the importance of education in shaping future innovations.