Abby Ko
a hermes of the modern world.
a hermes of the modern world.
Main room for the store in the game. I worked on the environment assets.
Concept to final design for the main character in the game Luminate.
Frame by frame animation. From left to right: Lia standing, fairy soul fragment, Lia jumping, trap + tendrils, Lia walking.
These are the original draft of the cards for the game Bobatopia. A digital translation is currently in the works. Each character is an original fantasy creature in a world inspired by the popular asian drink "bubble tea" (or "boba").
Concept design for the character Peach in the card game Bobatopia. Inspired by peach flavored tea.
Original Character. Made with Maya 2018.
Role: UX/UI & project management.
A hackathon project designed to connect people with translators based on need. See the site here
A visual depiction of the services offered by Lingo.
WHACK 2018 Winner. App logo and splash screen.
Hackbeanpot 2018 Winner
Left: depicts beauty, intelligence, and joy. Right: my personal store logo, Kokonut Pi.
Role: Game Design, Writing, Asset Creation. I assisted with the concept development of this project, took charge of asset management, and wrote all of the flavortext. I created and helped design the environment using Photoshop, and put together the game trailer.
Welcome to Tastes Like Home, the magical pop-up tea shop. Here we carry everything from classics to the most whimsical blends – whatever fits your palette. Come in, try a sip, and we guarantee that it’ll taste just like home.
Mix and match ingredients to create new blends of tea to serve their customers based on their needs. Find the ones that taste like home to them and your happiness plant will grow. Try to unlock all the different tea combinations and nurture your happiness plant to full bloom!
Role: sole creator. This game is a passion project of mine. I started out knowing absolutely nothing about the tools I would need to create it, yet given a limited period of time. As a result, I gained a variety of skills such as coding, 2D animation, and drawing pixel art.
In a realm where fairies and their glow exist as the life force of all living creatures, the jealous darkness threatens to destroy their harmony by declaring mass genocide. You play as a baby fairy, Lia, who traverses across the land in hopes of preserving her people, and in turn, all other life. But can you stay true to the light, or will you succumb to the darkness?
One of the core mechanics of this game is the collecting and spending of "glow", the main resource. The floating lights seen in the game are fragments of the souls of fairies who've recently died. In each stage, you must be able to collect a certain amount of glow (which merges itself with your own glow and life force) to produce a seed to plant at santuaries found at the end of the level. You need to move quickly, otherwise the darkness will catch up to you. You can fight the darkness by shooting light, but that light taps into your glow source, and depleting it will result in a conversion to darkness yourself.
Role: sole creator. In one of my non-game classes, we were tasked with creating a piece of art that reflected where we were in life at that moment. I couldn't think of a more accurate representation than bubble tea. A majority of the game mechanics were developed based on player responses to several iterations of basic playtests. The original cards were painted with watercolor, but they are in the process of being converted to digital art in hopes of manufacturing an official version of the game.
Gather ingredients to make bubble tea drinks for your customers. Be the first among your competition to reach the sales goal with the highest quality products. It's a cutthroat competition where you can steal ingredients, close rival stores, and even go as far as consuming their drinks yourself. With rare secret ingredients hidden in the mix, you never quite know who's ahead until the end. Taste the fun and play Bobatopia today! (see Art section for card examples)
Role: game design, art, playtesting. The biggest challenge of being left to design all the visuals was the fact that I wound up being left in charge of actual board and card design as well. By default, I handled a majority of the playtesting for this game, and the concept went through several iterations. Our end result is one that captured the perfect the amount of mystery, rivalry, and replayability that we'd been striving for.
The richest man in town has passed away with no heirs left to his name. Play as one of many looters racing to be the first to snag the hidden treasures of his mansion. But beware! The mansion is haunted by a ghost whose loyalties are easily earned and betrayed. Each player will have the opportunity to not only control their own piece, but the ghost's as well. With countless treasure combinations and a reconfigurable board, Treasure Haunt promises mystery and thrill that never dulls.
Progression of the board and its parameters. It was refined to direct player movement in a more controlled environment as to increase player interactivity.
taken by Jake Diaz Photography - 2018
taken by Jake Diaz Photography - 2018
taken by DChenFotografeez - 2018
taken by DChenFotografeez - 2018
taken by DChenFotografeez - 2017
taken by DChenFotografeez - 2017
taken by DChenFotografeez - 2017
taken by DChenFotografeez
taken by Dylandyisms Photography - 2017
taken by Dylandyisms Photography - 2017
taken by David Ko - 2016
taken by Daveed Kim Photography - 2015