|
Round 5: Big Wave - Create a world that will get into the BVW Show. I worked with the team to come up with a surfing simulator controlled by the audience.
The audience controlled the waves by how high they stood which was detected by the audience interaction code. This world was one of the worlds to be in the BVW Show. I did the sound design as well as the sound programming in Panda. |
|
Round 4: Having a Ball - Round 4 focused on telling a story in 90 - 180 seconds in which the players had a meaningful effect. Our group developed a story involving 3 Giraffes. The big Giraffes
would not let the short giraffe play. Two players bounced a ball by controlling the giraffe heads with the playmotion, a device that detects shadow points.
When they loose the ball into a cave the audience decides if the short giraffe will help free the giraffes from the lion or let them die. In addtion to sound
design I served as producer. |
|
Round 3: Starry Night - Create an activity that is fun. For this round I was part of a team that created a world in which the guest created a night sky.
The guest could pick from a variety of star and galaxy shapes. They could then choose a color and mix with other colors and place them in the sky. At the end
the guest clapped their hands and the camera pulled back so they could view their creation. This was done on the Head Mounted Display. This world was selected for
the BVW show. I was sound designer. |
|
Round 2: Space Station Voyage - Create a feeling of freedom for a naive user. Our team created an HMD world that allowed the guest to fly though space
with a jetpack. The guest had to collect oxygen to stay alive long enough to get to the space station. Every time the guest collided with debris they lost
oxygen. This world was selected for the BVW shows. In addition to sound design I helped with texture art and served as producer. |
|
Round 1: Cemetary Detour - Create a world in which one character is afraid of another. Our team created a world in which little girls got lost in
a cemetary. The players had to rescue the girls before the ghost got too many. The platform was the jammo-drum. I did sound design and Lighting Programming. |