Project for the semester, created in Processing. You are Perry the Penguin and your archnemesis Wally the Walrus has upturned your truck and cupcakes are sliding down the hill! Frost the cupcakes to stop them before Wally eats all your wares!
Play the game! Arrow keys to move, Shift key to shoot icing. You must collect icing before you can shoot it. You may have to click the screen to activate controls.
GAME Spring 2011 [NYU ITP] ICM
Software: Processing
Frat ExSTINKtion
Card game created in 24-hours (our team had limited schedules), with the theme of extinction. Players participate in turn-based play, in which on their turn, they draw a card, and then play an action card and a house or room card (on yourself or others). Play ends when all 7 rooms of the house is built. To win, you must have the most extreme personal room state that matches the state of the house. 2-3 players.
From the GDD: Geometruck Wars is a entrepreneurial strategy puzzle game that provides practice in identifying concepts of and determining the perimeter and area of 2D polygons. Each player is a food truck vendor trying to build an empire to reclaim their family legacy. Players try to acquire the largest sales territory in the city by selling food to city dwellers out of itinerant trucks.
GAME, EDU DESIGN Fall 2011 [NYU] Games and Simulations Browser game
Role: Game Design
Team members: Meagan Bromley
Dan Dela Rosa
Karishma Gurtu
George Poulos
Polygon Paparazzi
Polygon Paparazzi is a 2D puzzle game where you manipulate shapes to guide yourself to all the celebrity scenes before you have to head home. Your avatar, the rising star, has properties similar to a rubber ball, and the shapes provide direction within the play space. Your goal: become a Superstar!
Design Document available on request
GAME, EDU DESIGN Fall 2010 [NYU] Games and Simulations
Role: Game Design
Team members: Meagan Bromley
Karishma Gurtu
Chemistry Shell Game
Game created based upon the constraints of learning, race game. Based upon the shell levels of an element, two players race each other to get their electrons out of the element.
GAME, EDU DESIGN Fall 2010 [NYU] Games and Simulations Board Game
Pedestrian Picture
Mobile, multiplayer experience meant for urban play, but could be modified by the user. Teams of players use GPS enabled phones to create graphics overlaid on digital maps.
Design presentation available on request.
GAME DESIGN, UXD Fall 2010 [NYU] Interaction Design Mobile game
Team members: Kathy Yu
Club Penguin DS
Design associate for the DS extension of the popular MMO, Club Penguin. Assisted with design documents, gameplay testing including balancing and tuning, and preparing for user testing sessions.
Skills used/learned:
C++
LUA scripting
Design docs
Game tuning
Playtest organization
Audiotron
Wiimote head-tracking, FPS-rhythm game utilizing Johnny Lee Chung's Wii tracking research, along with game mechanics, custom musical tracks, and LED glasses to control the camera while the player collects pieces by aiming the Wiimote. The player's goal is to unlock instruments composing the music by collecting associated shapes without getting hit by the incoming shapes. Presented at the RPI Games Symposium.
**Awarded 4th place out of all the games submitted that year (15+) from the other game development classes.**
GAME THEORY Spring 2008 [RPI] History and Culture of Games
Word game
Word game with a race mechanic.
GAME Spring 2008 [RPI] History and Culture of Games Board game
Team members: Brian McDonald
eXtreme Team LaserBall
Created a design for a FPS that was non-violent. Developed a multiplayer, team-based game that involved a labyrinth-like 3D world, where the team members would manipulate a ball around to the goal.
GAME DESIGN Spring 2008 [RPI] Experimental Game Design Computer game proposal
Team members: Casey Addy
Darien Browne
Fred McCullough
Brian McDonald
Jeffrey Sult
Game Proposal: Dome
For the final project of this class, we were asked to collaborate as a group to develop a concept for 3 character to interact in a game. The three character archetypes had to include: a player-character, an enabling NPC, and an NPC attempting to thwart the player in some way. The characters were the main focus and the game had to demonstrate how the characters drove the game.
Report based upon the factors we learned throughout the semester regarding creating characters for games.
GAME THEORY Fall 2007 [RPI] Designing Characters for Computer Games
Grimm Fandango Character Addition
We were asked to create a character that fit into Grim Fandango, based upon character design theory. Considerations taken into account were back story, location, and impact on current narrative.
GAME DESIGN Fall 2007 [RPI] Designing Characters for Computer Games
Team members: Ryan Tuck
Brian McDonald
Jeff Dingman
Daniel Axelrod
Wriggle prototype
Prototype design using the Wiimote for controlling a game that would allow players to communicate emotion through color and shape. More details on Wriggle in RESEARCH