IMG_2986

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texture map of the game character Ben

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download and play! (OSX build)

 

You’re a visitor in an underground network where the workers follow the same routine day in and day out

Sequence 01.Still009 Sequence 01.Still007  Sequence 01.Still005 Sequence 01.Still004 Sequence 01.Still003

 

download and play! (OSX build)

 

Welcome to the neighborhood! Take a look around, just don’t look anywhere you’re not supposed to. Things have been a little unstable lately.

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https://classes.dma.ucla.edu/Fall15/171/projects/Videos/Chang_Samantha_Suburbia.mov

download and play! (OSX build)

The Hive is a world based on sound. You fly through the world starting from The Hive, and observe the different plants growing throughout the environment. The purpose was to create a meditative space in which one can go in and become lost in the environment.

video link

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download and play! (OSX build)

Two parallel worlds will meet each other.

Text by Milan Kundera’s novel “The Hitchhiking game”

Click and hold left mouse button to move.

Click and hold right mouse button to switch between the two worlds.

Rotate the mouse for exploring.

 

Onironauta3Screen Shot 2015-12-05 at 16.47.37Onironauta2Screen Shot 2015-12-05 at 16.47.49   Onironauta5

 

download and play! (OSX build)

 

Hillary’s house has just burned down. Amidst the turmoil of emotionally turbulent teenage thoughts, personal objects from the conflagrant material world have entered into a funky paradigm of human consciousness. It is the player’s job to expunge these objects from her thoughts, and restore the natural disorder to this particular cognitive universe. Not a JRPJ.

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download and play! (OSX build)

 

 

 

video link

You are a human in a terrarium being farmed by a giant extraterrestrial eye. Trapped in a maze of ugly fake trees and fungus, you listen the sentient creatures that speak to you about your fate, but ultimately your only choice to give in to the alien being and rise.

171 screenshot 1 171 screenshot 2 171 screenshot 3

download and play! (OSX build)

 

 

The year is 2222. Earth has frozen over and there are no survivors. A visitor from
another planet roams the cold, desolate landscape littered with debris on an exploration mission. Each it ventures further and further from its base camp atop a hill in search of clues that may explain the planet’s demise and logs items in a database as part of its research. Its large feet leave a trail that is quickly covered by falling snow. Daylight is choked by a cool blue haze and night brings darkness and brutally windstorms.

In spite of this daily routine, the planet is changing. The sun pierces through the thick layer of fog and begins to warm the frozen earth beneath. Snow is beginning to melt, revealing hidden treasures and signs of past life. A giraffe head surfaces from the snow and begins to thaw. Strange tracks appear in the snow and it becomes harder and harder to navigate though piles of exposed debris.

INSTRUCTIONS:
Move – arrow keys
Run – left shift key
??? – space key

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download and play! (OSX build)

 

A world created to play on the dry humor (ba-dum-tss) of a family trip through a desert. The majority of the art is clipped textures. I wanted to gather as many desert-like elements together to form the “fullest” desert experience.

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download and play! (OSX build)

 

Nicaragua is a world navigated using the right and left arrow keys. The visual world includes a watercolor styled countryside with rolling hills, dirt roads, and trees. The world is explored through a bus, which rolls past small animations of animals and people. There are a few elements of magical realism, seen in the paper cranes that are flying and the live pinata. The audio in the world is all local. The forests have bird chirping and rainforest noises, the school has a party song, and the pigs oink.

 

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download and play! (OSX build)

 

 

Girlfriend-being and Brutal Babe of Hellzone 5. Compartmentalized 80’s claustrophobic environment design creates for a shitty gallery setting wherein plastic bags announce your arrival and Femmezoid’s exhibitionism drools in delight. WIP

 

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download and play! (OSX build)

 

 

 

I literally chose a random metal because I couldn’t come up with a real title. Woop woop.

Press “Escape” to access the debug menu, which contains a list of controls and gives the ability to restart or warp between areas of the game.

NOTE: The game uses shaders that require graphics hardware that is compatible with modern standards – DX11 and Shader Model 3.0 – to run properly. At the moment, I don’t have the time or energy to provide alternative versions for older hardware.

 

Screenshots:

screen_3840x2160_2015-12-09_08-21-50

screen_3840x2160_2015-12-08_20-52-33screen_3840x2160_2015-12-09_08-23-00screen_3840x2160_2015-12-09_08-23-08

screen_3840x2160_2015-12-09_08-22-33

 

download and play! (OSX build)

 

screenshot 1 lava final 2 screenshot 2 lava final 2 screenshot 3 lava final 2EXTRA CREDIT WORLDBUILDING FALL 2015-01

Collect enough objects before the volcano explodes!
Built with unity in my worldbuilding class.
(a work in progress, so still some bugs to fix)

last photo is extra credit printed addendum

video permalink

download and play! (OSX build)

SN5 SN4 SN3 SN2 SN1

How much of what you used to have defines who you are?

video link

download and play! (OSX build)

 

 

 

 

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collect gross body parts and put them on a plate!

 

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download and play! (PC build)

 

The View from Everywhere is an interactive world building project that explores a highly feminine vision of an unidentified space arena.

title2

Stills from final build

1

3

6

 

download and play! (OSX build)

download and play! (OSX build)

 

public String titleName = Demificia;
private int end_of_the_world = a zillion;

for (int i = 0; i < end_of_the_world; i ++) {

debug.log(“worldbuilding makes kids happy”);

}

if (!worldbuilding) {

then  = what;

}

debug.log(“lalala”)

try {

continue;

} catch {

meIfYouCan();

}

 

 

‘Watch’ is a visual experience of how the products that we consume, actually consume us. It starts as an indefinite black space with a ticking sound. As the user engages with the world, they might recognize the visuals but are overwhelmed by the random jumping around and nonsensical sounds. To achieve this world experience, I focus on layered sound design, familiar and strictly followed colors and icons, and movement that is both user-generated and pre-programmed.

Space Bar as navigation.

video here

download and play! (OSX build)

 

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All Houses Dream In Blueprints is an interactive mixtape set in a loosely recreated version of the studio I lived-in between 2008 and 2010. Each song transforms the environment. These alterations attempt to convey objective (timbre, lyrics) and subjective (what I associate these songs with) aspects of each tune. The objects which occupy the space fit under two categories: those that I still possess and those that I do not. The former were not modeled per-se. Instead, they were scanned using a first-generation Kinect motion controller alongside a software application called Skanect. The other set of objects/furniture were roughly shaped from memory using Maya. All Houses Dream In Blueprints can be played on the Oculus Rift VR Headset, as well as Desktops (be warned, it is quite resource hungry at present). Finally, here is the list of songs featured in the game (title- artist – album):

Black and Brown Blues – Silver Jews – The Natural Bridge (Drag City, 1996)

Bring Me the Head of Paul McCartney on Heather Mill’s Wooden Peg – The Brian Jonestown Massacre – My Bloody Underground (A Records, 2008)

Jim – Swans – My Father Will Guide Me up a Rope to the Sky (Young God, 2010)

Poor Places – Wilco – Yankee Hotel Foxtrot (Nonesuch,  2001)

Say Valley Maker – Smog – A River Ain’t Too Much To Love (Drag City, 2005)

Doc2 Doc6

 

Doc8

download and play! (OSX build)

 

Project Upload Instructions:

 

Make your final build (for mac and/or pc).

 

Test run it on your computer.

 

Include instructions if necessary.

 

Zip the .app (mac) or .exe+ data folder (pc)

 

Name it using this template:

LastName_FirstName_WorldTitle_Platform.zip     (platform = pc or mac)

 

Upload it to the following folder:

myClasses/F15-171/web/projects/FinalBuilds

(this can be accessed either by the dma cloud (cloud.dma.ucla.edu) or by ftp)

 

ALSO:

Make a NEW post to the class website – with 3 screenshots and a title of your piece and a paragraph description and any instructions that are not in the game itself.

 

Video Upload Instructions:

 

Run and record your build in fullscreen (or desired aspect/resolution) in a computer that has screen recording software. We have a PC in the gamelab that has Frapps and a Mac in our classroom that has SnapZProX.

 

Edit and compress your video to max 2mins / 300MB, H.264/MPEG-4 format. .

 

Name it using this template:

LastName_FirstName_WorldTitle.mp4

 

Upload it to the following folder:

myClasses/F15-171/web/projects/Videos

(this can be accessed either by the dma cloud (cloud.dma.ucla.edu) or by ftp)

 

Warning: Any project not uploaded properly will not be graded.

What is Frequency Moon? Frequency Moon is a land of confusion, so the better question is, “What is Frequency Moon to you?”

 

Screenshots:

screenshot_01 screenshot_02screenshot_03

 

Hand-made USB stick that holds digital app:

customUSB

 

download and play! (OSX build)

Beginning area and basic foliage

The start area and collection of assets.

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download and play! (OSX build)

Here is a prefab for doing 2d sprite sheet animations!

Use it like this:

  1. Make a sprite sheet in Photoshop or Illustrator (use a grid and center your frames to the grid)
  2. Import your image
  3. Create a new material (using the shader unlit/transparent and adding your image as a texture)
  4. Apply your material to a quad (gameobject -> 3d object -> quad)
  5. Add the Animate Sprite Sheet script and tweak the values to match your spritesheet.
  6. Press play!

cat_base_sprite_sheet_by_sammycatbone-d586e2s

script and prefab here: spritesheetanimation

 

more about spritesheets:

http://michaelcummings.net/mathoms/creating-2d-animated-sprites-using-unity-4.3

outcropping
no vacancy
eye the sun
edge of desert

(awake in a house on a desert shore)

Will think of title for game later

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facebook page: https://www.facebook.com/events/928751070542488/

 

 

download and play! (OSX build)

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Level 1Outside

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BathroomLiving Room

 

download and play! (OSX build)

Screenshot 2015-11-09 06.56.27

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Aja Maija is a fantasy world where muscle memories construct the baseline of reality.

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2015.11.9 - Progress

As the post title says, I still don’t have a name for this. This mostly has to do with the fact that I am absolutely terrible at naming things.

Below, a workflow shot showing the development process for the first area. The thumbnails link to rough parallax outlines of areas that have not yet been built. More importantly, there is a functional test room (included with my submitted builds) that has working (if still very rough) gameplay and camera mechanics, and an easily expandable structure. Most of my effort over the past week has gone into making the playable structure and thinking about ways to speed up my workflow; now that I have a clearer plan of attack and a functional gameplay backbone, I think I should be able to make progress much faster.

11.4.2015-Workflow-01-BB-01

02-Pipe-Tunnel-Parallax-Layout-01 03-Pipe-Bridge-Parallax-Layout-01

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AHDIB-1AHDIB2AHDIB3

using UnityEngine;

using System.Collections;
public class forestGenerator : MonoBehaviour {
public GameObject[] trees;
// Use this for initialization

void Start () {

Vector3 origin = new Vector3(0.0f, 0.0f, 0.0f);
origin = new Vector3(1.0f, 0.0f, 0.0f);
// gen one tree at origin

//    treeGen(origin, 1);

 
int treeID = Random.Range(0, trees.Length);
treeRowGen (origin, treeID, 10, 1.0f, 10.0f, 4.0f);

}
int treeGen (Vector3 pos, int treeID) {

 

// get random rotation

float randAngle = Random.Range(0, 360.0f);

//instatiate tree at postion

Instantiate (trees[treeID], pos, Quaternion.AngleAxis(randAngle, Vector3.up));
//    Instantiate (trees[treeID], pos, trees[treeID].transform.rotation);
return treeID;

}
void treeRowGen (Vector3 pos, int treeID, int count, float padding, float rowSpacing, float noiseRange) {
int treeNUM;

for (int j = 0; j < count; j++) {
for (int i = 0; i < count; i++) {

 

// pick tree to spawn

//    int treeID = Random.Range(0, trees.Length);
// get extents of the sprite (for spacing)

Renderer rend;

rend = trees[treeID].GetComponent<Renderer>();

float radius = rend.bounds.extents.magnitude;
pos.y = rend.bounds.extents.y;
float noise = Random.Range(0, noiseRange);

pos.x = (i * radius) + noise;

//pos.x += padding;

pos.z =  (rowSpacing * j) + noise;
treeNUM = treeGen(pos, treeID);

}

}

}

// Update is called once per frame

void Update () {

 

}

}

okami

https://www.google.com/search?q=okami&espv=2&biw=1920&bih=981&source=lnms&tbm=isch&sa=X&ved=0CAYQ_AUoAWoVChMIneGktafyyAIVD8hjCh0dcwoQ#tbm=isch&q=okami+screenshots

 

I was browsing the other day and came across a couple neat pages. First, Game Art Tricks, a blog which talks about the technical tricks behind game graphics. A lot of the stuff is too in-depth to apply to this class, but I think it’s a really inspiring site because it shows really creative solutions to complex problems.

Game Art Tricks, by Simon Schreibt

And here’s a really interesting article talking about the development of Shadow of the Colossus. If you haven’t played it, it’s a (really good) game which deals a lot with worldbuilding and creating immersive experiences. Again, most of the actual content is too technical (and outdated, since the game was developed for Playstation 2 and game technology has come a very long way), but it has some neat stuff.

Shadow of the Colossus Developer Interview

 

UI Index

1as3 2as3 3as

 

 

Demi– world preview

amanda amanda3 amanda5 amanda6

 

 

“transcendence is omniscient bull shit” – Amanda

 

little party by turn follow

 

Blobby Boys 3D by beefstrong

 

Going Ham by James Earl Cox III

 

go play!

Here is a cool game I played at E3…thinking of trying to emulate this style for my project.

:~O

 

 

have a look at this piece by Lu Yang. She first made this video:

and later made into a game as well:

1: Log in.

word press login

2: Create a new completed project

complete1

 

3: Describe your project

complete2

4: Insert a gallery using your own photos and photos from your project photoshoot. Be sure to insert GALLERY as it looks nicer.

complete3

Click “Add Media”.

complete4

Be sure to choose “Create Gallery” and click “Upload Files” to upload your images.

complete5

Once your images are uploaded, you will see a screen like this. The images you uploaded should already be selected for you. Click “Create a new gallery” at the bottom right.

complete6

Finally, press “Insert Gallery” at the bottom right.

5: Upload your instruction manual and thumbnail for your project

c1

7: IMPORTANT!!! Set the category to the project assignment you want to submit to.

c2

 

6: HIT PUBLISH!  

Otherwise we won’t be able to see your project!

hit publish

read this article about structuring space in games for  Wednesday!

http://www.johnstuartarchitecture.com/Spring_2009_Video_Readings_files/Wolf%20space%20in%20video%20games.pdf

 

Sam found this nice ga,e / world that uses 2D animated textures in a 3D world check it out:

heres the video:

 

here you can download the game for $5 if you like it:
http://www.ko-opmode.com/gardenarium

here is the site with other projects:
http://www.ko-opmode.com/games

E

 

 

hey class! website is finally online!

not much to see here yet, but soon it will be populated with your amazing worlds!

please check the syllabus & the resources!