Gaming Design Projects
Jam-O-Drunk
Platform: Jam-O-Drum created by the ETC
Objective: To create an experience where guests help one character who is afraid of another character.
Packages used: Adobe Audition, ProTools, Adobe PhotoShop
Role: I worked with the team as a whole to create the concept and develop the game design. I primarily designed the sound from recordings in a sound studio and a library of sound effects. I assisted the texture artist by creating the majority of the 2D images within the game (HUD, GUI, winning and losing graphics, etc.).
Picture Perfect
Platform: Head Mounted Display (HMD), trackers, and phidgets
Objective: To create an experience where naive guests can successfully interact with the experience with little or no instruction. Also an exercise in indirect control, guiding the guest through events in the manner the creators desire.
Packages used: Adobe Audition, ProTools, Maya
Role: I worked with the team as a whole to create the concept and develop the game design. I primarily designed the sound from recordings in a sound studio and a library of sound effects. I assisted the 3D modeler by creating the most complex, primary model, the boy in the park, as well as the environment model.
Test Your Strength
Platform: HMD, trackers
Objective: To create an experience focusing on physical activity and itneractivity.
Packages used: Adobe Audition, ProTools, FinalCutPro
Role: I worked with the team as a whole to create the concept and develop the game design. I primarily designed the sound from recordings in a sound studio and a library of sound effects. I storyboarded, scripted, and edited the opening video with screenshots composed fromt he storyboards by the texture artist.
The Lorax (video not available)
Platform: PlayMotion (interaction with a projection screen) and puppeteering
Objective: To create an experience emphasizing the story aspect.
Packages used: Adobe Audition, ProTools, Panda 3D code written in Python
Role: I worked with the team as a whole to create the concept and develop the game design. I primarily designed the sound from recordings in a sound studio and a library of sound effects. I assisted the scripter by loading sounds and editing their properties in a separate file that het hen loaded into his primary code.
Devilsh Dave's Driving School
Platform: Audience Interaction: images of the audience leaning right and left inputted through S-video
Objective: To create an experience worthy of demonstration in front of a large audience.
Packages used: Adobe Audition, ProTools, FinalCutPro
Role: I was the poducer of the team. I led team meetings, organized critiques, set deadlines, and kept team members up to date. In addition, I helped team mates communicated and worked extensively with the scripter to develop details of game design, interaction, and assets. I worked with the team as a whole to create the concept and develop the game design. I primarily designed the sound from recordings in a sound studio and a library of sound effects. I assisted the modeler by creating simple models (hotdog bun, traffic cone, construction sign) and studied the texture artist to learn how to unwrap and texture models. |