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Once Upon a Pop-Up

Platform

Engine

Duration

Team Size

Role

PC

Unity

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Five Days

4

Game Design

Level Design

Development Process

From the beginning of development, we wanted to ensure that Once Upon a Pop-Up would be enjoyable for children from all walks of life, regardless of physical or neurological impairment. To achieve this goal, we envisioned how players with such impairments might be able to interface with the game. This led to the mechanic of idling NPCs interacting with the game world in unique ways. Children who may have limited mobility can still interface with the game world by remaining stationary on a single tile, and doing so will yield unique results. For example, remaining on the Archer tile for a certain period of time will enable them to perform alternate attacks that yield higher damage outputs against the dragon.

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In addition, we decided to make the king an autonomous NPC to give the game a sense of uniqueness during each playthrough. The king's actions are governed by a finite state machine that cycles thorugh different AI protocols at random. This, coupled with the unpredictably of which tiles children will occupy on any given play session, creates an emergent narrative that the children themselves craft. In doing so, each playthrough is made fresh and exciting; especially beneficial if children play the game multiple times while waiting for their appointments.

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Gameplay Overview

Design Challenges

Design a game accessible to children with disabilities, using the Screenspace hardware.

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Overview

Once Upon a Pop-Up is a multiplayer interactive experience designed for the Holland-Bloorview Children's Hospital. The game is designed to work with the hospital's unique "Screenspace" interface, a device that tracks children's movements and reflects this as input in the gameworld, similar to the Kinect. This device resides in the waiting room of the hospital, so that children may play while waiting for their doctor's appointments.

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Children are tasked with summoning the townspeople of a medieval kingdom to aid their king in slaying a menacing dragon. They achieve this buy roaming across the map; the stage is compartmentalized into individual tiles, each of which summon a new townsperson when stepped on. 

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Each NPC interacts with one another in unique ways. For example, Wizards will cast a spell that transforms the Archers into frogs. Children must deduce the ways in which these characters interact in order to achieve coordination and slay the dragon. 

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Project Roles

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  • Designed AI behaviors and interactions

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  • Scripted gameplay encounters and dynamic AI interactions in Visual Studio (C#)

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  • Integrated art assets and other materials into the Unity Engine

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  • Created unique characters who interact during gameplay in surprising and engaging ways

 

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© 2015-2025 Nicklas Steffensen

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