Animation and Art Work
Games
Chrono Complex: A game developed in Flash with Flixel experimenting with the idea of recombinant narrative. Developed with three other people.
Paper Prototypes
Sky Pirates: Sky Pirates is a board game played with three to four players. Each player has their own boats which they use to travel island to island collecting treasure. The player with the most treasures at the end of the game wins. The game was created to learn how to build off an existing board game Up the River and expand it mechanics. Our team really liked the idea of a modular board that change during the course of the game. At the end of each player’s turn the location of the islands and environmental obstacles change location which cause them to re-strategize on their navigation. We are currently taking feedback from our initial play test and refining the mechanics. We hope to have a more finalize version of the game later in the year.
Technology Titans: Technology Titans examine the challenge of creating a meaningful play into a board game. Technology Titans is played with three to four players where each player builds factories on resource lands. With those resources, they can develop and purchase technology. The player with the most victory points at the end of the game wins. The goal is to teach players the delicate balance in advancing technology at the expense of the planet’s health.
Game Design
Infinite Realm System Treatment: Infinite Realm looks at expanding an idea of using cameras on mobile devices and virtual reality creating a treatment based on this system. It looks at the different components that made up the game and the different interactions the player potentially can have during gameplay. The crucial components that make up this game is character creation, world building and social interaction. These concepts are examined further in the System Treatment.
Magnetic Poetry System Analysis: This is an analysis of looking at the Magnetic Poetry System.
Modern Art Game Analysis: This is an analysis of a board game Modern Art. I looked at the core mechanic of the game and record my play my experience with the game.
Pandemic Board Game Analysis: This is an analysis that I have performed on the board game Pandemic for my Game Design and Development 1 class. I looked at various aspects of what are the main mechanics of Pandemic and why it is fun. I have never played this game before this assignment and wondered why I never played many board games before. You will see what my personal thoughts on the game from the document.
Viva Piñata Game Analysis: This is an analysis that I and one other classmate have done on the video game Viva Piñata by Rare for the Xbox 360. We look at the various mechanics of the game to see what makes it engaging.
Viva Piñata verses Guitar Hero 2 Analysis: This is an analysis that our team and another team analyze to see which game is better. We look at the various mechanics and the draw of each game to the audience the games target. It was a difficult but fun analysis as these two games focus on different game genres. Read on to see which game we think is better!
Web Development
Movie Website: A movie website created and designed for Web Design and Implementation class. The user can click on the images for a larger view of them and various tabs to find out more information about the movie. There is an annotated css page where you can see all the different types of css tags that I use to create the visual look for the site. I use various web technologies to make the magic happen.
Interactive Movie: Based off the short film The Request
Behaviors
Hunter and Prey (download swf, source): There is a monster hungry for some moving vegetation. The brown creature finds the closest plant and chases after it. Detecting that the creature is coming after it, the plant tries to run away but to no avail it is eaten. The gray text box takes in a number (up to 8.) and when reset is pressed, that number of obstacles will appear on the stage and all entities on the stage will attempt to avoid them.
Steering Behaviors (download swf, source): Space is a lonely place and what is a better thing to do than to move around in an interesting way. All the sliders (accept Obstacle) affects each creatures behaviors. The orange line is their forward vector indicating the direction it is heading towards. The color circle changes color based on the creature’s reaction. Green for avoiding obstacles, red for fleeing the wall and white for no effect at all. Move each sliders to see a different behavior!
2D World (download swf, source): Space is still a lonely place however help is needed! There are stranded ships in space that need help. For some fortunate event, there is a beacon in the area calling out to the ships. When the ships see the beacon, they become excited and begins to follow it. The beacon continues to wander but when it brings the collected ships near the space station all the ships swarms to the entrance for safety.
Building off the Steering Behavior project there are a few more behaviors added. This includes Unaligned Collision, Leader Following and Arrival, and Queuing. Click on the debug mode to see what behavior the ships are doing. White is normal state, Moss Green is obstacle avoidance, Pine Green is beacon following, Red is fleeing the wall, Pink is queuing, and Yellow is Unaligned Collision. Also in debug, the user has control over the beacon. Use the arrow keys to move the beacon around the stage to collect the stranded ships. Play with the sliders to check out different behaviors. Also generate more obstacles or ships for an even more dynamic world!
3D World (web – require Unity plugin, source): Everyone enjoys food! This world takes place in a super market and there are customers wanting to buy things. There are two main behaviors that make up this world. Path Following and Unalign Collision Avoidance. The Path Following is not set by a node but through A* path finding. There are multiple places that the customer can be heading towards when shopping so A* helps that customer to find the best path to get there. The color path corresponds to the color of the customer. This shows the player where each customer is going to. The player can hit the ‘2’ key to switch to player view and use WASD to move the player avatar around. This allow them to have a tour of the supermarket. The player just has to hit the ‘1’ key to return to the top down view. They can also use their mouse to find out more information about each square on the floor. This is used to help A* makes its decision on what path the customer can take.
Game Physics
Spider Web (source): This shows knowledge of springs. Click on the start button to drop a spider on the web. At set time intervals, the spider “jumps” between the various nodes on the spider web. Each node will respond to the spring physics applied to them. The pause button cause the spider to stop “jumping”. The reset button sets the web back to its normal state and removes the spider from the web.
Tension (source): There is a box attached to 2 strings hanging from the ceiling attached to the top left and top right corners of the screen with the green box situated in the middle. This shows the angle that is formed from the 2 strings, the tension of the 2 strings, the sum of the y vectors and the weight of the box. The user can click to drag the box around the stage. This will change the box’s weight. The user can also enter in a weight value for the box at the bottom left hand corner of the program. This is all happening in a “zero gravity” environment however if there is gravity, the values calculated are the forces at that moment in time with a specific box weight.