Otherwise known as "Ace-in-Spaders," ACE is a three-dimensional take on the classic Space Invaders. Stylized, the game takes on a nostalgic feel. The combat is wrapped around a sphere -- your planet -- as you attempt to fly around in low-earth-orbit and take out those pesky invaders!
INTERROGATION is a one-day prototype for an interactive roomscale VR project that is yet to be released by the Mill. Capturing the mood and atmosphere of an interrogation room with nothing but Unity lead to some modeling hacks, lighting tweaks, and a lot of post-processing. I believed the one-way mirror was key to simulating the feel of this environment.
The Wood is a psychedelic passive experience and collection of visual experiments made for the HTC Vive. Seven polished post-processing settings have been fine-tuned in this environment. The application also utilizes asynchronous movement that can be driven in first person using the keyboard.
Developed on the HTC Vive, room-scale VR allows the player to use her body as an input device. It also enables the player to transport herself in physical space-- but what of games that are centered around the theme of a large-open world? Derelict combines the elements of physical navigation with the ability to travel vast distances in three-dimensions. Utilizing the average spinning desk chair, Derelict's motion controls immerse the player in an open world environment-- and what better endless expanse of space than space itself?
Made a week prior to an internship with Artix Entertainment, PLACE is a physics-based block construction game. There are three types of blocks; the cyan outline represents normal physical blocks, the orange represents immobile blocks, and the magenta represents the lack of the affect of gravity on those blocks. Built in Unity as a tool for future game jams.
Unity5 demo made during my first week interning at The Mill. Experimenting with games that could allow for full-body movement in an enclosed space, Archery was the first thing that we came up with. Moving targets use a basic version of my custom AI system also seen in AP-6, TWiN STiCK, and Zombies!
Drawing application in Unity5. Day-long jam with the HTC Vive -- all programming functionality and visual elements are original save for the models. Using the controllers, the user is able to draw objects in three-dimensions, walk through them, and erase them. There are also realtime particle simulations that are affected by the player's physical movements. All rights for the models & textures were purchased on the Unity Asset Store and are royalty-free. See it here.
A VR port of an old Asteroids clone I programmed last summer. In the Vive, the once top-down game becomes a platformer that adjusts parallax to match the user's viewing perspective. The player can effectively look up, down, to the left and to the right of the plane of combat while still feeling immersed in a 3-dimensional star field.
Short zombie-survival game demo where wave after wave of zombies attack you in a 360 degree fully immersive VR experience. Similarly to TWiN STiCK, this was originally a top-down isometric RTS that I modified to fit the first person VR camera. Created during internship at The Mill.
Fan Star Wars training remote simulator. Two gamemodes were developed-- 1v1 where players choose to play as Jedi or Droid, and Wave mode with AI enemies that spawn in and increase in difficulty until the player is slain. Playing on player nostalgia, the Asteroid Field by John Williams plays in the background as the official soundbytes trigger on collisions or, in the case of the lightsaber, hum based on hand acceleration and rotation. Due to The Mill's role in Star Wars Battlefront, the models were later replaced with the photogrammetry scans of the original props.
AP-6 exists to make a point. After seeing my friends sucumb to the hype that followed the release of Destiny gameplay footage I was determined to make a protoype that featured the major gameplay elements of Destiny. Made in Unity4, AP-6 ended up being a week-long jam on character controllers, AI, stat meters, and physics-based weapons. I started off with a custom AI system, integrated Breadcrumb AI, then reverted back to my own when I found that Breadcrumb contained too many irrelevant features that bogged down the FPS.
These were a series of experiments with the goal of randomly generating obviously polygonal landscapes, developed in Unity. Utilizing Delaunay triangulation, I was able to mesh-ify an array of randomly generated points and alter the y-values depending on a Perlin noise function.