Games

The 7th Patient

An educational game teaching high school students probability and AI through medical diagnosis.

Role
Game Developer, Level Design, Gameplay Engineering
Team
USC Institute for Creative Technologies — Human-Centered AI Lab
Engine
Unity
Platform
PC
Genre
Educational / HCI research
The 7th Patient cover art

Overview

The Human-Centered AI Lab conducts research in the area of human-AI collaborative problem-solving, AI ethics and society, AI education and AI for education, trust between human and AI, and persuasive AI (Dr. Ning Wang).

Problem-solving with Probabilistic AI: The project develops an educational game, The 7th Patient, to guide high school students in learning probability and AI through problem-solving, such as making medical diagnosis. After a successful pilot with over 1000 students in Spring 2024, the full game will be released in Q2 2025.

My contributions

Game Developer · Level Design · Gameplay Engineering

Occlusion Fade System

  • Designed and implemented a custom fade shader system to smoothly fade out objects blocking the camera view.
  • Programmed the fade effect logic in C# and integrated it with the shader for real-time responsiveness.
  • Improved player visibility and overall gameplay readability by reducing camera obstruction issues.

Minimap System

  • Coded a custom minimap system displaying player position, enemy locations, and exits in real time.
  • Synced the minimap with the dialogue system to dynamically update during gameplay events.
  • Implemented rotation-based orientation, ensuring the minimap aligns with the player’s viewing direction for intuitive navigation.

Level Design

  • Designed levels with clear player pathing, ensuring intuitive navigation and pacing.
  • Strategically placed enemy spawn locations to balance challenge and maintain engaging combat flow.
  • Integrated 3D environment assets to create immersive spaces that enhance both gameplay and narrative atmosphere.

Enemy Implementation

  • Built enemy prefabs integrating animation graphs and scriptable objects to manage enemy data and behaviors.
  • Connected enemies with a custom spawn system, ensuring controlled pacing and encounter variety.
  • Synced enemy states and events with the dialogue system for seamless narrative-driven interactions.

QA

  • Resolved a UI issue that caused soft locks, improving overall game stability.
  • Revised and fixed dialogue flows based on professor feedback and narrative direction.
  • Conducted iterative bug testing and validation, ensuring smoother gameplay and narrative consistency.

System Design

  • Implemented ending flow, including ending scene and menu for smooth game conclusion.
  • Integrated the ending sequence with a post-survey screen, ensuring seamless transition from gameplay to feedback collection.
  • Enhanced overall game flow consistency by connecting menus, endings, and survey logic.

Results

  • Playtested by 1k+ High School StudentsMilestone

Links

Contact

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