Lead Game Designer
Lead Artist (beta)
Team Member
Unity
Kinect (beta)
VR
Exploration
Experimental
Project Website
Made for the UCSC senior capstone project in ARTG/CMPM 170x. The last game we finished before graduating.
In the beginning, this game was meant to be an experimental, interactive art piece. I was initially recruited by the original concept creator for the project as the art lead.
Kinect camera detection test
Using the 2010 Kinect camera, the sensor's data was sent to the game for motion detection. Depending on how much people moved around, the displayed assets and sound effects would change.
The interactive art piece was presented as a doubled-wall projection in the game lab and could handle around one to five people. This came to be known as the 'Move Slow Kinect Prototype'.
That one team who ressurected the Xbox Kinect handler with the Unity Engine.
Kinect projection demo
People were still adjusting to in-person work after coming back from the pandemic. Tasks were being done but it was unclear what should be next.
Ultimately, an important discussion was held. Should we continue? If it did, what should it look like when the project is transformed into a game?
Some decided to leave, some wanted to stay.
Thinking about new approaches
After talking it out, I asked the others if I could continue on the development as the new game lead and they agreed.
It was already in our plans to transition the software from the Kinect to the VR system so this partial fresh start worked in our favor. This version would become 'Move Slow VR'.
There were many production and meeting changes made in the background. We worked hard to ensure the technical side of things didn't get blown out of proportion. We got additional team members and focused on making incrimental VR mock-ups.
Planning VR game layout
Step by step. Connecting the headset to Unity and pushing a test file that could be open. Analyzing demo projects to begin setting up custom controls.
Adding in temporary flooring, the first assests. Adjusting the lighting, and connecting the data sensors to the variables.
Fixing the controllers. Adjusting the paramaters for motion detection. Optimizing framerates during turns. Sliding in more of our favorite animals. Conducting controller stress tests.
Adding in multiple menu screens. Adjusting the motion detection. Implementing animations and landscapes.
More and more incrimental changes until finally, the VR game had a stable build.
Animals in the distance
Player getting ready to teleport
While the VR build was being polished and playtested, our Lead Programmer in his spare time began tinkering with a mobile prototype.
It ended up working really well (except on my phone which was half broken anyways).
We became known as that one team that had both a VR and a mobile version for our game. Also for the kazoo playing in our trailer.
Although it was a bit rocky in the beginning, I am proud of everyone involved. For both the Kinect and the VR projects.
For everyone's ingenuity, technical skills, and their excitement in wanting to make a chill game. They inspired me to take my own chance at managing this project and getting it this far with our hard work.
As the first time taking on the mantle of being a game lead, there was a lot I learned from it. There is definitely room for future improvement but the overall experience was wonderful.
I'm glad to have worked with such great teammates.