Radical Games: The Clay Post-Mortem

Finishing up the semester and coming up on Open Studio, I think the thing I’ve learned most from this project is how hard it is to round out any sort of project that is editable. With a song, a play,…

Radical Games: The Clay Proposal

The Clay is a project inspired by simple storytelling, an attempt to combine pixels, notes, and a background story into an experience that would make the audience feel something for the characters and get sucked into the game world. The…

Radical Games: Fade Post-Mortem

I ended up spending a lot more time on coding than I initially realized it would take. Oddly enough it was in things I assumed would be seemingly simple that ended up taking the most time whereas many of the…

Radical Games: Once Upon a Time Post-Mortem

Once Upon a Time was (and still is) a project that has taught me a lot about making a video game, but more generally making anything. The first, and most important rule, that I learned was to MEASURE EVERYTHING. It doesn’t matter if…

Radical Games: Gumiho Post-mortem

Getting Gumiho to its current state has taken a lot of work! Maybe a bit more than I expected! But it’s been very rewarding to see the game slowly take form. I still haven’t finished the game, but I have implemented all…

Radical Games: Gumiho Project Proposal

The primary inspiration for Gumiho was the potential that exists in interactive media to create dissonance between the player and the player character. I wanted to create a game in which the PC’s interpretation of events in the game world…

Radical Games: Once Upon a Time Project Proposal

The art featured above is my main character (Emit) and the three types of platforms that I am using currently. More to come. The concept behind my videogame Once Upon a Time began when we did our exercise for homework about…

Interactive City: Your Choice

We installed the project in various spots across the 2nd floor of Heimbold. Printed the photos and price tags, we stuck them onto the wall with double-sided tape. We installed five different groups of juxtapositions: We took photos of different…

Radical Games: Fade

My project plays with the ideas of memory and loss through a simple 2D side scroller. The player progresses through various stages of memories, each which comes equipped with deadly obstacles that must be navigated past representing each memory. For…

Interactive City: Raining Wall

Currently, I have worked out the interface for this project. I used a dark background color and a light color for the rain. The rain is generated by a particle system in Unity. The physics system allows me to simulate more…

Interactive City: Fear Catcher

This project was derived from the following series of assumptions: To capture fear, we must overcome it Fear is a product of the imagination that possesses power over the individual An idea is a product of the imagination that can…

Interactive City: Emotion Catcher

My original idea was to physically create an emotion catcher. I wanted to have three jars, each one hooked up to a touch sensor that would light up the jar when the metal lid of the jar was touched. Each…

Interactive City: Sadness Catcher

My project is based on the idea of the natural creation and dissipation of a cloud. When the user of the project feels sad, they can type what makes them feel that way and with each letter typed, the ocean…

Interactive City: SLC in You

Installation Process Our installation was very simple. We attached each mosaic print to to the wall with tape. For the wall text, we printed out the question “Do you see yourself in SLC? Do you see SLC in yourself?” This…

Interactive City: Fill My Heart <3

For project 2 I have decided to create a Love catcher designed with a mix of analogue and digital experience. The love catcher is in a form of Love meter that physically show the invisible emotion called love. Love is always…

Interactive City: Opposite of Ephemeral

For project 2, I have chosen to create an ethereal space with a dream-catcher-like theme. I’m going to be installing in the media lab in Heimbold. I’m creating the feel with lots of yarn all over the room, water-color-type colors…

Interactive City: Emotion Catcher Proposal

For project #2, I will create an interactive analog experience for the user. In class, we discussed the ability to catch, trap, or preserve things that normally could not be contained. My project, Emotion Catcher, will consist of 3 jars,…

Interactive City: Stress Catcher

For project two, we are planning to make a stress catcher. The design of the project will be to have an electronic representation of bubbles.  Within each bubble, there will be an image or word that conveys something stressful. For…

Interactive City: Spend Time

Full view Close up on one screen In class we discussed the fun of capturing something that isn’t visible. Time is one of those concepts that we can feel and experience but we can’t really see. I thought it would…

Interactive City: Raining Wall

In a typical urban setting, you never know who have set foot on the brick you just stepped on, or how crowded the place have been. These are the invisible trails of urban activities, and a public domain successfully makes…