Dark Clutches 2013
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PLATFORM: IOS, iPad/PC
LENGTH OF PROJECT: Game= 15 weeks, Opening Cinematic= 1.5 weeks
PROJECT DESCRIPTION:
As a student-formed and self-directed, semester-long project, our goal was to bridge the gap between console and mobile games. We created a vertical slice of a two-player, cooperative, puzzle platforming game on the iPad, where the players work together to traverse dungeons in hopes of finding the last dragon egg in existence.
FINAL PRODUCT: An opening cinematic, a tutorial level, and two intermediate levels.
TEAM: Carey Davenport, Ryan Hall, Peter Kinney, Prateek Gudihal
LENGTH OF PROJECT: Game= 15 weeks, Opening Cinematic= 1.5 weeks
PROJECT DESCRIPTION:
As a student-formed and self-directed, semester-long project, our goal was to bridge the gap between console and mobile games. We created a vertical slice of a two-player, cooperative, puzzle platforming game on the iPad, where the players work together to traverse dungeons in hopes of finding the last dragon egg in existence.
FINAL PRODUCT: An opening cinematic, a tutorial level, and two intermediate levels.
TEAM: Carey Davenport, Ryan Hall, Peter Kinney, Prateek Gudihal
Progression of Prototypes
Chimera FALL 2013
Website
Webplayer
CLIENT: Office of the Chief Creative Officer (OCCO) at Electronic Arts
PLATFORM: iOS
LENGTH OF PROJECT: Game= 12 weeks
PROJECT DESCRIPTION:
Electronic Arts (EA) tasked us with creating a highly customizeable game to test a shared cloud server patent.
We made Rule the Tides, an adventure game where the player takes control of a young, inexperienced sailor who sets out to dominate the seas. Using predictive firing, pathing, and tactile defense, the player can defeat enemies, gain loot, and upgrade their ship into a military vessel, fit for rule.
FINAL PRODUCT:
A playable game from start to finish with opportunities for customization.
TEAM:
Chris Cashman, Mayank Grover, Rod Cano, Bora Kim, Ge Chen, Orry Suen
PLATFORM: iOS
LENGTH OF PROJECT: Game= 12 weeks
PROJECT DESCRIPTION:
Electronic Arts (EA) tasked us with creating a highly customizeable game to test a shared cloud server patent.
We made Rule the Tides, an adventure game where the player takes control of a young, inexperienced sailor who sets out to dominate the seas. Using predictive firing, pathing, and tactile defense, the player can defeat enemies, gain loot, and upgrade their ship into a military vessel, fit for rule.
FINAL PRODUCT:
A playable game from start to finish with opportunities for customization.
TEAM:
Chris Cashman, Mayank Grover, Rod Cano, Bora Kim, Ge Chen, Orry Suen
Atomic Zone FALL 2012
Enter the Atomic Zone
Website Link
CLIENT: The US Army's Telemedicine & Advanced Technology Research Center ( TATRC)
PLATFORM: Web
LENGTH OF PROJECT: 15 weeks
PROJECT DESCRIPTION:
Created a new, interactive experience enabling players to immerse themselves in the aftermath of the nuclear bombing of Hiroshima, Japan during World War II. Worked with the Army’s Telemedicine & Advanced Technology Research Center (TATRC) and created a narrative-driven virtual experience that depicts the effects of the bombing with geographical, medical, and historical accuracy, which will serve as a platform for future medical training simulations.
FINAL PRODUCT: A story-driven virtual exploration of Hiroshima that takes place within hours after the atomic bombing. It is currently installed in TATRC’s research facility.
TEAM: Nick Sciannameo, Jason Hsu, Rod Cano, Eric Hamel, Anabelle Lee
PLATFORM: Web
LENGTH OF PROJECT: 15 weeks
PROJECT DESCRIPTION:
Created a new, interactive experience enabling players to immerse themselves in the aftermath of the nuclear bombing of Hiroshima, Japan during World War II. Worked with the Army’s Telemedicine & Advanced Technology Research Center (TATRC) and created a narrative-driven virtual experience that depicts the effects of the bombing with geographical, medical, and historical accuracy, which will serve as a platform for future medical training simulations.
FINAL PRODUCT: A story-driven virtual exploration of Hiroshima that takes place within hours after the atomic bombing. It is currently installed in TATRC’s research facility.
TEAM: Nick Sciannameo, Jason Hsu, Rod Cano, Eric Hamel, Anabelle Lee
Pearson Education Summer 2012
Play Kanga U
CLIENT: The Pearson Foundation
PLATFORM: iPad, Web
lENGTH OF PROJECT: Nine weeks
DESCRIPTION:
Rapidly prototyped 4 fully playable, finished educational games with content based on current curriculum supplied by the National Education Association. Tested periodically with students and teachers from local schools.
FINAL PRODUCT: 4 fully playable prototypes of educational games.
TEAM: Dan Lin, Paola Soriano, Anthony Hildebrand, Jing Li, Feiran Lee
PLATFORM: iPad, Web
lENGTH OF PROJECT: Nine weeks
DESCRIPTION:
Rapidly prototyped 4 fully playable, finished educational games with content based on current curriculum supplied by the National Education Association. Tested periodically with students and teachers from local schools.
FINAL PRODUCT: 4 fully playable prototypes of educational games.
TEAM: Dan Lin, Paola Soriano, Anthony Hildebrand, Jing Li, Feiran Lee
Stardust Spring 2013
Website Link
ROLE: Assistant 3D Prop Modeler
CLIENT: Give Kids the World
PLATFORM: Animated short
LENGTH OF PROJECT: 15 Weeks
DESCRIPTION:
A 3D animated short created for Give Kids the World, a theme park for disabled children in Florida.
MY ROLE: Assisted in prop animation, created treasure chests, maps and scrolls, gold coins, gems, goblets, barrels, candlesticks, the dock, anchor and chain, as well as a ladder.
FINAL PRODUCT: Animated short
TEAM: Noah Alzayer, Ricardo Merchan, Phillip Chung, Colin Tan, Kelin Zhao, Chenzin Momo Jiao
CLIENT: Give Kids the World
PLATFORM: Animated short
LENGTH OF PROJECT: 15 Weeks
DESCRIPTION:
A 3D animated short created for Give Kids the World, a theme park for disabled children in Florida.
MY ROLE: Assisted in prop animation, created treasure chests, maps and scrolls, gold coins, gems, goblets, barrels, candlesticks, the dock, anchor and chain, as well as a ladder.
FINAL PRODUCT: Animated short
TEAM: Noah Alzayer, Ricardo Merchan, Phillip Chung, Colin Tan, Kelin Zhao, Chenzin Momo Jiao
Battle Lines Spring 2012
Festival Video
PLATFORM: Wii(9) and Cintiq(3)
LENGTH OF PROJECT: Battle Lines game= 2.5 weeks DESCRIPTION Building Virtual Worlds is a course where students work in interdisciplinary teams to create interactive worlds every two weeks. Battle Lines was one such game, a platformer with the end goal of having the most resources at the end of two and a half minutes. With cooperative and competitive elements, there were three teams of four. Each team consisted of three platformers using wii motes, and one drawer on the cintiq. The drawer used the cintiq to draw platforms to either aid their teammates to get to the enemies treasure and steal it, or to protect your own. Not only were gem resources limited, but time as well, and whichever team had the most treasure after 2 and a half minutes was the conqueror. FINAL PRODUCT: A platforming game using 12 wii motes and 3 cintiqs, as well as an entire room themed for our game. TEAM: Carey Davenport, Ryan Hall, Peter Kinney, Prateek Gudihall, Andrew Dos Santos |