Game Feel Design Studio

Video Game Documentation:
Video:
Personal Responsibilities:
Most of my work on Asstro was based around fixing any errors with scripts that were previously created as well as created scripts from scratch to allow the player to transition between scenes when needed. During the design phase of the project, I was in charge of rigging the alien character as well as the player (player rig ended up not being used). While other members were completing their assigned models and rigs, I was busy creating the sound effects and soundtrack loop that is heard within in the game. From the sound of the player landing on the hard surface below him, to getting hit by an enemy, all of the sound effects were recorded, mixed and exported by myself. Once all of the assets were created and placed into the scene, I was in charge of placing scripts on the necessary game objects and modifying the references to match the required components (Example: Creating the reference to the “player” game object in a scripts “Player Model” reference block in the inspector). I then aided the animators in properly exporting the character animations, as there were some issues in the beginning that were quickly resolved after informing them that the joint hierarchies must match the original model exactly; no referencing in the model in a Maya scene and exporting. I then created the animator to control the animations for both the player and alien game objects. I reviewed the code that had already been written and modified it to work properly with our application. Some functions were missing from the scripts so I added those in where needed. Some of said functions involved activating triggers in the animator for the player when a button was pressed, switching scenes on collisions and basic UI interaction. Once all scripts were taken care of, one of my final tasks was to create the particle systems that create the light trail behind the player as well as the enemies. The particle system was then modified by my team members.
Assets:
Scripts:
Enemy rig:

Sound effects:

Documentation of the finished game (video and still)
A description of what you were personally responsible for
All assets created by you (even if they were unused)
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3D Still Life

FinalComp

Final composite for 3D still life project. Went for a darker light tone to match the grimy look of the balisong trainer blade as well as the dark colors on the various objects. Modeled in Maya 2018, textures created in Substance Painter, rendered using Arnold and composited in Adobe Photoshop.

Asset Level Design

Windows Download: https://www.dropbox.com/s/ms2dv66ozkjfgb5/Windows%20Build.zip?dl=0

Mac OSX Download:  https://www.dropbox.com/s/zi6mobhar6pa08t/OSXBuild.zip?dl=0

Gameplay: https://vimeo.com/291823761

Screenshots:

deathScreenenemyShotstart

This game is designed to test a player’s timing and memory through the use of looping enemy actions. Each enemy has a different travel distance and speed; but that speed and travel distance stays the same every time the level is loaded. It is up to the player to determine when they should progress forward to reach the door at the end of the level to help the player escape from his nightmare. Development was quite basic due to the low poly art style of the application. Once I had all of the modelling, rigging and animations done, it was a matter of figuring out how I wanted the enemies to move. I originally wanted to use an ease-in and ease-out type motion when the enemies reached their travel end points, but decided this made it a bit to easy for the player to progress through the level. I then made the decision to have the enemies ping-pong back and forth at a constant speed. As the player progresses through the level I increased the difficulty by increasing the population density of enemies as well as making changes such as only have them cover half of the terrain; forcing the player to move to the left or right. Some major changes based on beta testing were the increased field of view on the camera. This allows the player to not only have a better idea of where they are in 3D space, but also to allow the player to make better timing decisions on when to move since they can see enemies from a further distance. Walk animation foot IK was cleaned up for a smoother transition from the idle state. The door opening animation and sound are set off sooner to draw the player’s attention as they come near the final objective and as a way to communicate “This is the end of the level. You’re almost there!”

Interactive Review 2

For one of the kiosks in the museum, user’s would move kinetic sand around on a table and change the height of certain regions; creating a miniature terrain. Changing the height of certain regions caused the color projected on that region to change. The taller a region was, the warmer the colors would become; red being the maximum. This kiosk intended to communicate that changes in elevation can cause other variables of an environment to change. It communicated this by changing the color of the terrain if the height was a certain difference between two points (Example: “The green terrain zone I have is 3 inches below this higher region, so I will make this higher region yellow”). Strong elements of interaction included the sand itself. The reason for this was the fact that the sand was not normal sand you’d find on a beach, but instead kinetic sand. This type of sand is able to keep its shape much easier and be more easy to form and mold into various shapes. Using kinetic sand instead of normal sand allows for users to form the terrain in any way they like without having to worry about it turning into an instant “mudslide” situation. By physically interacting with the exhibit, you were shown different colors on your terrain based on their “altitude”. The higher you built, the warmer the colors projected on the sand were. This kiosk was an interaction-game-like due to the fact that interacting with physical sand on the table rewarded you with a different mix of colors being projected onto the table. Interaction could be improved at this kiosk by aligning the projector to the correct angle so that the colors for the altitude are not offset. Upon interacting with the kiosk I found that the edges were off by about an inch, which makes a big difference when showing changes in elevation. The interaction could be expanded by including a water system that would create waterways, lakes and rivers in the lower altitude regions; perhaps from table surface up to a quarter of an inch.

Another kiosk I interacted with involved taking hold of a handle with a looped piece of steel on the end and making it from one side of the maze to the other without touching the steel loop to the bar in which it’s contained. To interact with the exhibit, I had to hold the handle piece in one hand and slowly move the handle along the path. Slow movements were needed in order to not touch the handle to the maze line and cause a game over. The exhibit was communicating that patience and taking your time with a task can help you succeed more efficiently. It communicates this by having an intricate path in order to make it near impossible to complete the maze successfully going at a fast rate. The strongest elements of the interaction was the buzzer that would go off if the wand touched the maze line piece. This result of having the two pieces touch acted as a negative reinforcement and made the player want to try harder to further avoid causing the buzzer to go off. This exhibit was interaction game-like due to the fact that there was a result to touching the maze line as well as reaching the other end of the maze. Touching the line as stated above set off an annoying buzzer, but making it to the end resulted in trumpets sounding off victory. The interaction could have been improved by having a system which allows users to change the size of the loop that was on the handle. This would allow players to increase or decrease their difficulty as they please and offer more variables for competition against their friends such as “Who can make it to the end the quickest with loop number one?” As for making the communication as to stay away from the swirly maze line, they could have painted the maze line red. That way the user would associate the color red with danger either before or after they cause the buzzer to go off the first time. The interactive design of this piece could have been expanded with this piece by creating a longer and more elaborate maze experence; perhaps one that went all away around the table.