Dragonfly Game Pre-Production – Interactive Media


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preproduction pdf


For our interactive experience, we will present a dragonfly in its adult stage to fly in multiple direction to look for or avoid other bugs. By using a joystick and an action button to avoid predators or catch prey directly with facts put in as rewards for winning.

I myself will be working in the control design department where I am to take control and make up the cabinet used to control the characters and get all the circuits together.

One fascinating thing about dragonflies is how they snatch their flying prey mid air almost in a frenzy, We seek to implement that fact and make it the basis of our game. But the hunter is also the hunted and while the dragonfly is looking to catch prey, it must also evade the predators. In our current stage of planning, we only have large birds in mind but we seek to expand that later on.


What we need to work on next is coming up with a screen mock up so we’ll know how everything works.

Background Design – Jillian Gregory (https://gregorjldma.wordpress.com/2018/11/06/dragonfly-game-pre-production/#more-719)

Character Design – Rohan Thomas(https://rohandma.wordpress.com/2018/11/06/dragonfly-game-pre-production/)


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Visual Performance – Interactive Media


This is a visual tool that I had made possible by using the Max8 visual engine that is plugged into Ableton Live 10. I used the Max 8 portion of it to create the 3D objects as well as have the shape project a video that I edited together featuring the song I had chosen, As well as having it set so that whenever Ableton 10 receives an input from either a midi sound clip, or any input from a midi keyboard, it would manipulate the 3D shape depending on the strength of the input.

For this example, I had chosen to play my video of Space Marines to the tune of Sparta by Sabaton from their Last Stand album while inputting the intense beats to the best of my ability using my keyboard to give the feeling that the song manipulates the pattern.

I could even play an original song with Ableton and that would be projected visual with the shape. But this is the final result.


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Game Feel Design Studio – Interactive Media

Download the Game Here (https://drive.google.com/file/d/1DUFYvdqDTkSnC_6LZak6SKIS_9qD9lII/view?usp=sharing)

Game Demo Video

What four people can do when pressed for time.


We all had our own set of goals and tasks for this assignment. For me, I was tasked with putting everything together. I collected the assets and sprites made by my other teammates and put them together in the format that you can see in the video. Technically that would make me the person in charge of building the game but I didn’t make the assets and I only made one of the animations. I just put it together.

The one animation I did make was the breakable surface breaking apart which wasn’t really much.

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And I was also set with the task of altering the pre-built codes and making new ones so that everything would flow like it was supposed to which was the toughest part of this whole job for me. Especially since the pre-built codes were built with a few problems and I had to correct as many as I could.


During Pre-Production, I was set to work on level design.

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Visual Instrument Concept – Interactive Media

(EDIT: While my song choice and basis for visuals remain the same, the core project has received an overhaul and no longer resembles the original plan)


One idea that I had in mind when being put to make a instrument idea for this project is to take advantage of my old hobby of making music videos to the tune of what ever song I happen to have memorized at the time.

My goal for this project is simple. I take one of the buttons that we were told that we could use for instruments in our project and then I have it set so that with every button pressed, I can change what is displayed on the screen.

Imagine me using a video editor to make a music video, live in front of an audience using just one button.

The visuals in question I am still deciding what to do, but the basic idea is just to simple push a set of buttons in conjunction with the music to change the clip in turn to the music.

It may be a relatively simple Idea, but it’s one I want to pull off. As I said, I wish to essentially make a live version of one of my previous hobbies. The first thing I’ll have to do is acquire a switch set for my project, and then select a song that I can keep memorized for more than a month, and plan out how I will switch out my clips once I put everything together.

(As of the moment, my choice will be focused on Footage of Space Marines form Warhammer set to the tune of Sparta by Sabaton)

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Game Feel Studio Beta– Interactive Media

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Starting off the beta review, there are some sections in the map where you die by touching the ground,

The scene transitions sometimes did not work

The rabbit sometimes did not jump

and there was some wall collide issues with the sides of the map

And it lacked a feel of “Juciness.”

Most of the stuff in demonstration were place holders for until I could get something working. Plus this map was made for the sole purpose of testing the game mechanics out rather than to be used for the final product. The level designs posted here (https://krollca.wordpress.com/2018/09/25/game-feel-design-studio/) are what I have in mind for the levels of the game.

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Asset and Level Design – Interactive Media

Link to download Game Folder for Mac and Windows

(https://drive.google.com/open?id=1kwicuIuPNgFV4Zsv5vmaO_KFR8fZyikB) (Note, this game was made with an NES controller in mind)

Video Demo

This is a game that is made to test the reflexes of the player when being faced with asteroids that can appear seemingly out of nowhere. Meteors have a different angle as they fly in, but the player is capable of steering the rocket in any direction as well as move forward and backward allowing for multiple methods of avoid getting hit by the rocket.

The goal is simply to guide your rocket to the other side of the map and blow up the world by kamikaze crashing into it.

My goal for this project was to give myself a simple topic since I have never used Unity or C++ before in my life so I had to adjust to it as I go along. As the player progresses, they start to feel comfortable as they believe that the asteroids aren’t coming anymore, only to be surprised that they are still around, in smaller droves but still around nevertheless. My original idea was the give the rocket an animated explosion when it dies but I had a few issues trying to code that in there, so I settled with putting the explosion in the victory screen since you are trying to blow up the earth.


From the previous version, I address the controls to make use of the A B buttons since they weren’t used in the original version, as well as shrinking the map since some people felt it was too drawn out. And I even made the camera more zoomed in since it seemed some people had a hard time seeing the action.


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Interaction Review 2 – Interactive Media

There is a small museum in Rochester, New York that we had to visit on a field trip one day. The name of this museum is “The Strong Museum of Play.” This is a museum centered on interactive exhibits mostly geared towards children, but some hold enough amusement for even young adults to enjoy. There were two kiosks in particular at this museum that stuck out to me.

The first thing one would spot if you were to climb up to the second floor is what would a appear to be a cannon. The cannon would be winded up by the person via a wheel on top of what would look like a deconstructed skateboard with multiple gears traveling upward in a glass box. When it get high enough, the board drops and then the cannon fires with a satisfying FLOP sound effect. It is simple to get behind and even more fun once you realize the payoff of this contraption. However, actually hitting the target it easier said than done because the cannonball has a drop off range which is difficult to figure out, and you have to wait a while while the cannon reloads before trying again making the point of trial and error harder to grasp. You aren’t given enough tries in a row to learn how top properly time the gunshot. While it is neat to see the gun reload in what appears to be a Rube Goldberg-esqe set of machinery, the charm wears off fast once you get into it and realize that reloading the gun takes too long.

Best way to make the experience better would simply be to just make the gun reload faster, or give you more shots before you have to reload if they like the reload process that much. Besides that, blasting the gun still has a satisfying punch to it.

The next kiosk that stuck out to me is the Giant NES controller playing Super Mario Bros. outside the arcade zone. Being a gamer who has an affinity for video games across all eras, I would enjoy such a thing. It’s essentially just a giant NES, it’s like they got the guy who invented giant chess to make a video game console. So there’s plenty of charm there, especially since the buttons actually work to a certain extent. However, it isn’t without it’s faults. For a start, the controls are very delayed on the game, you wouldn’t tell just by watching someone play or be looking at this text. You’d have to try it yourself to see how delayed it is. I’m not sure if it’s because of the emulation of the game, or because the controller’s signal travels very slowly. But the delayed controls to keep the exhibit from having a bigger wait line.

Which is a shame because it’s a Giant NES with a lot of charm behind it playing Mario Bros. And unlike most other games in the arcade, to try this out is free.

There are tons of other exhibits in this museum but these two are the ones I can remember very clearly and the ones I would really like to see improved the most. The cannon is satisfying to fire, gets the person involved, but the wait time is enough to mark the experience down because it pulls you out for too long. And the NES controller is too delayed to maintain the interest of the player once the charm of playing it on a giant controller wears off.

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Substance Painter MAT – Advanced Modeling, Texturing, Lighting, & Rendering

With Practice Comes Perfect, alongside other versions of the same product.

–Arnold Render–

–Substance Painter Render–

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The aim was to practice using Substance painter on a per-existing MAT model in what I can assume is preparation for upcoming assignments in this class. So what I did was paint on the model using design principles loosely based off the Death Guard Lord of Contagion, Some elements like the metal damage and skin sore look better in Arnold while the oil sludge, metals, and goop look better in Substance Painter.

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