Gameplay is centered around squads of 5-10 players, who compete with one another and are led through combat scenarios by a "Decker" player on their team, who uses Google Cardboard to solve Augmented Reality puzzles placed in the environment of the SCAD dorms. Players fight one another using foam-dart based blasters.
Besides that, Daemon was also a gallery show, held at Sulfur Studios on April 17th, with over 100 submissions from 20+ local and international artists.
I served as producer, lead designer, and lead programmer on this project. I was responsible for the Augmented Reality, general design direction, and programming and maintaining the website (using PHP, the Facebook PHP SDK, and HTML/CSS/JS). The DAEMON AR app was deployed to Android, built using Unity 5, the Google Cardboard Unity SDK, and the Vuforia Augmented Reality Unity SDK.
While I plan on documenting the design process in further detail, for now we have recaps of each mission, as well as the rules and teaser trailers. I lead overall design, which included player classes, weapon unlocks, and the overall structure of how we structured missions and how we presented the narrative arc. Individual mission design was then delegated to volunteering team members while I worked on AR for all the missions and overall design. I also designed Mission 5.
While the game has been completed, we are still in the process of documenting the game, processing hundreds of hours of footage, photographs, and more as we prepare to compile a documentary of the game.You can learn more about it at daem.onl
A work in progress, The Chosin Few was a splitscreen multiplayer game centered around screen-looking.
Combat is asymmetrical, two players are Gunmen with flashlights and pistols searching for the other two players (Chosin), who are invisible and stalking the forest with swords. Pointing a flashlight a Chosin player reveals them to both Gunmen, making them easier to combat.
The last team standing wins. More will be uploaded as the game is developed.
I served as producer, lead designer, lead programmer, and UI artist.
Concept art by Yarey Cuevas
Gunman Concept Art
Chosin Concept Art
Environment Paintover Concept Art
Environmental Paintover Concept Art
UGA Vet School
In the summer of 2015, I was hired by the University of Georgia's Veterinary Education Resource Center to assist them with education application development in Unity 5. I was employed by UGA from June through August of 2015, and worked on three separate education applications intended for middle school and college students.
The first was centered on teaching college students how blood sugar worked in lab rats, seen with the Red UI. I also designed and animated the UI, besides programming this app. The video shown is a prototype, as the app was not completed by the team I was on before I left.
The second was a iPad/iPhone-based app that taught college students the complete anatomy of a horse's leg, showing the muscle, nerve, blood vessel, and bone structures, seen with the Blue UI. I was purely responsible for the UI for this app.
The last was a simple augmented reality app for middle-schoolers that helped advertise UGA's Vet program (not pictured). This helped lay the foundation in learning to use Vuforia for my other projects.
My duties included programming in C#, augmented reality work in Vuforia, UI design and animation in After Effects, and modeling using Blender 3D.
Humans Versus Zombies is a Live Action Role Playing Game, where a team of Humans fight a team of Zombies using, typically, Nerf-style foam dart blasters. Essentially, it is a large game of tag, with Zombies trying to two-hand-tag Humans to turn them into Zombies, and Humans shooting Zombies with Nerf Darts to stun them and prevent themselves from being tagged. To coerce these sides into interacting, often gameplay involves story driven missions.
Scad has a particularly unique brand of HvZ, which I led development of for a year. Due to the unique layout of campus, SCAD HvZ is more story driven and hosts unique Day and Night missions to drive player turnout.
One of my largest projects to date, SCAD Humans VS Zombies demands a year long development cycle from three separate teams. I was the leader of the Gameplay team, which dictates the overall direction and major design decisions for that year (2015). SCAD HvZ is enjoyed over the course of five straight 18-hour days, by a population of 200-300 players. Planning, practice, and good design with several failsafes in place are key to running a good game each year.
I have written a comprehensive 35-page postmortem that discusses the amount of time and work spent making this game. You can read over some selected pages from it here.
Selected photos by Jon Springs and Melissa Brown.
This project was an experiment in learning to use the Microsoft Kinect in conjunction with Processing 3D. This particular example was made with the intention as background visuals for parties, concerts, shows, and any other event that required ambient visuals.
Visuals are pulled from a combination of the Kinect's depth camera and camera image, and combined to create a colored 3D dot matrix. This matrix can be changed between being circular (dots) or square (pixels). Additionally, color values can be multiplied and divided on an individual basis that creates the psychadelic color combinations you see. Models can be loaded in (in this case palm trees), and the background color can be changed. The image also slowly rotates over time, but can also be rotated by the user.
A variation of this was created where multiply/divide and rotation and background color values were able to be controlled by an external potentiometer connected to an Arduino, creating a simple knob interface.
Kinect Arduino Footage
Kinect Video Synthesizer Alpha
Tiny Space (Google Cardboard Prototype)
TIny Space is a microscopic interactive experience executed on Google Cardboard, using the Google Cardboard SDK for Unity, programmed in C#.
Users are put in command of a floating control console that they can use to maneuver through space. Looking at and pressing buttons on the control panel will allow them to power their thrusters, and turn and barrel roll through this tiny solar system.
Models were also made by me. This was made as an exploration of how to use Google Cardboard with Unity.
This was an assignment for Applied Programming. This time, we were tasked with creating a painting program of some sort. I requested to try out Unity and C#, and created a variation on the idea where you “paint” a planet by dropping various different kinds of objects onto it to populate it.
-3 different planets
-18 different placeable objects
-3 different scale settings for each object
This was a good opportunity both to learn more about Unity and C#, but also to use Unity 4.6’s new UI features! Essentially, 18 objects are stored inside of an array, which are swapped to as the current “paintable object” when the appropriate button is clicked on. Objects spawn where the player’s cursor is, which they move with W,A,S,D. All objects were modeled by me, and use the same root invisible primative for alignment purposes.
One of the more eye-catching bits of this little interactive toy is the Faux Gravity at play, which I built using Sebastian Lague’s clever tutorial on the subject. The way it works, basically, is by applying force on objects surrounding the planet in the direction of the center of the planet, creating the illusion of gravity. Picking up an object in the editor can actually throw it into orbit!
Essentially, it creates an array based on the number of players chosen in the “Player Count” setting, and then goes through it sequentially, spinning the “revolver” each time, killing each player. The array is then modified in size as players are killed off, until either: