VR Dashing Check-in 3/30/24

This is a longer-form personal development project that I’ve had in-mind for a while. It’s a VR project based on some research I read about years ago – research that I can’t find now, for the life of me. The gist of the idea is, motion sickness is caused by a disconnect from the perceivedContinue reading “VR Dashing Check-in 3/30/24”

Finishing Deckweaver: UI Updates

Arguably, most ALL of my work on Deckweaver has been focused on UI/UX. What I mean is, the very purpose of good VFX is it tells a player what is happening; it visualizes the invisible machinations of the code beneath, while telling a story. In this way, transitioning to working on outstanding UI issues ofContinue reading “Finishing Deckweaver: UI Updates”

Celebrity Equinox Walkthrough, with animated reactive map.

This was a fun little project to work on. I recorded a walkthrough on a port day (Bahamas), when less people would be aboard, and then when I got home edited a marker on a map that I composited together from CruiseDeckPlans.com. The edits of the little guy on the right aren’t my best workContinue reading “Celebrity Equinox Walkthrough, with animated reactive map.”

VR Darkride: Luigi’s Mansion

For this project, we created a VR prototype imagining what a Universal Studios dark ride based on the Luigi’s Mansion franchise might look like. I was largely responsible for the ghosts, and the AI associated with them; I did a lot of other odds and ins betwixt as well. The above image was used toContinue reading “VR Darkride: Luigi’s Mansion”

I implemented over 30 different vfx systems throughout Deckweaver – ~50% of all vfx implementations

As the title says; though some of these are shared efforts; where I did an initial implementation and someone else came in and added more, or someone else started an implementation and I cleaned it up a bit. The vast majority of the vfx in our game are player spell casts, and they were allContinue reading “I implemented over 30 different vfx systems throughout Deckweaver – ~50% of all vfx implementations”

DeckWeaver: Hand animation implementation

For implementation of the hand animations, I actually commissioned from our animator some animations based on our particular needs. To start, we had a suite of animations for the hands. I implemented those, but something was off; our game involved a lot of moment, and performing actions while moving. It looked more than a littleContinue reading “DeckWeaver: Hand animation implementation”

Deckweaver: Descent into Chaos released on steam!!!

https://store.steampowered.com/app/2297360/Deckweaver_Descent_Into_Chaos/ Last week, we officially released the game to the public. We aren’t quite done with it yet though! Many of us (as well as some new members we are bring aboard) are going to continue development, with the plan to get this spruced up in time for the indie game fest. I worked byContinue reading “Deckweaver: Descent into Chaos released on steam!!!”

Project Phoenix: VFX and animation programming for the enemies

Since my switch to Tech Design, I have been properly slotted to work with the stuff I really wanted to be working with the whole time anyway! A lot has progressed since my last status update, and I won’t be able to cover it all. First, our melee-based “Echo” enemies: Here, these enemies are ableContinue reading “Project Phoenix: VFX and animation programming for the enemies”

Transplanter

The latest Rapid Prototype Production project, Transplanter, was made in two weeks by our team of five. The game is playable from Itch here: https://topromen.itch.io/transplanter I already shared a development story yesterday about an interaction between Unity’s sprite renderer and animators, which I shared here (The trouble with changing color on an animated object). I’m goingContinue reading “Transplanter”

VR Mech Concept Demo

Made in Open Brush, the open-source successor to Tilt Brush, this stop-motion animation demonstrates and visualizes some basic UI and interactions for my personal research project; it will be used as a reference while I continue to work. Making an animation in Open Brush was a lot of fun, though I ended up running intoContinue reading “VR Mech Concept Demo”

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