Shadowbox is a detective style game we created in our class on Game Design and Analysis. I worked both on the design of the game and the art, spending the majority of my time creating the models in the game. Shadowbox was an interesting project, as the constraints of the game were that it could have no killing, could not be in a post-Apocalyptic or fantasy setting, had to appeal to a demographic outside our own, and must subvert a game convention in some way. As such, we decided to look at a mystery style game, focusing in on inspiration from shows such as BBC's Sherlock. The main mechanic of the game is to select inferences for what each piece of evidence means, then combine them to determine a possible means of death for the victim. By allowing a large number of possible outcomes, we wanted to toy with the idea of there being any singular "right" answer and facilitate players coming to their own conclusions.
One of our projects this semester was to engage in speculative design, creating a design fiction by extrapolating out a technology that is currently being developed and envisioning a future where said technology is pervasive.
My particular technology involved the use of a chip which, when injected into the blood stream, would allow generation of 3-d images of the heart and circulatory system. This was then extrapolated out to a technology that provides constant feedback on a person's well being, allowing them access to critical knowledge before a life threatening event ever occurs.
This technology sparked a lot of in class discussion, particularly regarding privacy and whether people would even want the knowledge that they might be having a heart attack imminently. As such, it proved a rather successful design fiction, as the main goal of most design fictions is really to drive conversation about how a technology might be used and how it should be used.
Also, I take no creative credit for the images in the game. These were utilized to assist the player in mentally transitioning between different locations by providing visual feedback. All rights belong to the original creators of the images.
Simulation: Dragon Hunt
One of my final projects of last semester was a simulation style game, which required us to implement some form of "game mechanics". Mine was an AI simulation, which utilized combat against a dragon and goblins while trying to save villagers. The AI would target, follow, and attack the player and other AI's. If you wish to see some of the models I have been creating for it, check out the 3-d Modeling page.
Graphical Tool: Ripples
This project was my first major foray into coding. We began to learn in processing, a programming language which is based on the java platform, but focused on the more graphic side. This project taught me about object oriented programming, utilizing classes and functions effectively, and various other basics. The final result of this was a very pretty piece which, despite not being the most efficient code ever, ended up being something I am proud of.