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Interactive Designs
This page contains my interactive designs such as games and apps. Check out my GitHub for my public code examples at Techj70 (github.com).
Interactive Design: Text
Xbox Game Camp Atlanta - Dashingers - 2022
* open and look to the bottom right for the link to the playable alpha *
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Dashingers was a game concept project on which I acted as producer and project lead as part of the Xbox Game Camp 2022. We were provided a mentor and regular webinars to hear from and speak with game industry professionals as we strived to conceptualize and produce a playable prototype of a game then pitch it to a board of experts for feedback. I handled all administrative and leadership duties as well as contributed the major share of programming, design (gameplay and graphics), and marketing as I also delegated and included work and ideas from the 6+ team of campers to create a collaborative and cohesive product. At the conclusion of the camp, I was able to publish and pitch our project for the team including the creation of the included teaser trailer (see left) that was shown at the closing ceremony in Atlanta, Georgia.
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Dashingers was a game concept project on which I acted as producer and project lead as part of the Xbox Game Camp 2022. We were provided a mentor and regular webinars to hear from and speak with game industry professionals as we strived to conceptualize and produce a playable prototype of a game then pitch it to a board of experts for feedback. I handled all administrative and leadership duties as well as contributed the major share of programming, design (gameplay and graphics), and marketing as I also delegated and included work and ideas from the 6+ team of campers to create a collaborative and cohesive product. At the conclusion of the camp, I was able to publish and pitch our project for the team including the creation of the included teaser trailer (see left) that was shown at the closing ceremony in Atlanta, Georgia.
Custom Liquid Cooling Loop Primer - 2022
* open and look to the bottom right for the link to the prototype *
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This is the Custom Liquid Cooling Loop Primer - an interactive experience made for those who want to learn more about custom liquid cooling loops used for computer heat management. It was prototyped in Figma over the course of 5 weeks via design, testing, and iteration. It has over 2,000 separate interactions across 70 separate screens (36 net total for the user).
This ~1 minute introduction video explains how the interface works.
Click the included link at the bottom of this section to try it out for yourself! If you find any bugs, please feel free to reach out about them.
Disclaimers:
- the first example image for "The Loop" does not reflect the most recent update to the interface currently
- speed of the interface can depend on your device and network conditions and is beyond the scope of this project
- a graphic bug causes the diagram highlights for the selected components to extend beyond their boarders
- the interface is designed for desktops; for navigation, it requires hover over capabilities of a mouse or stylus or use of a keyboard
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This is the Custom Liquid Cooling Loop Primer - an interactive experience made for those who want to learn more about custom liquid cooling loops used for computer heat management. It was prototyped in Figma over the course of 5 weeks via design, testing, and iteration. It has over 2,000 separate interactions across 70 separate screens (36 net total for the user).
This ~1 minute introduction video explains how the interface works.
Click the included link at the bottom of this section to try it out for yourself! If you find any bugs, please feel free to reach out about them.
Disclaimers:
- the first example image for "The Loop" does not reflect the most recent update to the interface currently
- speed of the interface can depend on your device and network conditions and is beyond the scope of this project
- a graphic bug causes the diagram highlights for the selected components to extend beyond their boarders
- the interface is designed for desktops; for navigation, it requires hover over capabilities of a mouse or stylus or use of a keyboard
Custom Liquid Cooling Loop Primer - Case Study - 2022
This video is the final presentation of the collected project work and findings organized into a case study. It is divided into 5 project parts and a conclusion for closing thoughts. (note: no recorded audio currently)

Indie Game Academy - RoStation - 2022
* open and look to the bottom right for the link to the game*
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RoStation was the group project I helped make as a member of House Rogue in the Level 3 cohort of the Indie Game Academy in 2021_2022. It was a hyper casual matching and shooting mobile game based on a concept by our house prefect (i.e. team lead) that we made in only a few months for publishing to itch.io and Google Play. I was responsible for design and project administration. My contributions included art, sound effects, UI/UX, programming, tutorial, EULA, source control, publishing (to itch.io and Google Play), and social media. (made in Unity)
team roster: Trevor Davis, John Peter McGrath, Kirk Allgeyer, Evan Johnson, Joseph Roberts
(update submitted for itch.io and Google Play on 02/22/23)
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RoStation was the group project I helped make as a member of House Rogue in the Level 3 cohort of the Indie Game Academy in 2021_2022. It was a hyper casual matching and shooting mobile game based on a concept by our house prefect (i.e. team lead) that we made in only a few months for publishing to itch.io and Google Play. I was responsible for design and project administration. My contributions included art, sound effects, UI/UX, programming, tutorial, EULA, source control, publishing (to itch.io and Google Play), and social media. (made in Unity)
team roster: Trevor Davis, John Peter McGrath, Kirk Allgeyer, Evan Johnson, Joseph Roberts
(update submitted for itch.io and Google Play on 02/22/23)

Indie Game Academy - RoStation (title)- 2022
tile scene of RoStation; includes a button to view the game's EULA

Indie Game Academy - RoStation (gameplay) - 2022
sample gameplay screenshot; the loop of the game had the player (1) collect energy by matching incoming shapes to the sockets on the station by rotation the station then (2) use that energy to destroy incoming asteroids to defend the station by point the automatic laser at them; the objective was to last as long as possible and get the highest score possible

Indie Game Academy - RoStation (tutorial 1) - 2022
screenshot of the first stage of the tutorial I made for the game; it was meant to be unobtrusive as the game would simply "play" and each stage of the tutorial would disappear once the user performed the action the stage asked for via on-screen text; visual animations were also given to help the player understand each action

Indie Game Academy - RoStation (tutorial 2) - 2022
screenshot of the second stage of the tutorial I made for the game; it was meant to be unobtrusive as the game would simply "play" and each stage of the tutorial would disappear once the user performed the action the stage asked for via on-screen text; visual animations were also given to help the player understand each action

Indie Game Academy - RoStation (tutorial 3) - 2022
screenshot of the third stage of the tutorial I made for the game; it was meant to be unobtrusive as the game would simply "play" and each stage of the tutorial would disappear once the user performed the action the stage asked for via on-screen text; visual animations were also given to help the player understand each action
XR Prototyping Bootcamp - Skyboarding - 2021
The bootcamp was certainly challenging, but I learned a lot and plan on learning more! This a demo from my final project done as a team with XR Bootcamp! It was called Skyboarding and it was based on an initial concept and controls by Emma Zhao that allowed the player to control a flying board by combination of head movement and controller inputs to give them a sense of surfing in the sky. I was responsible for the development/design direction overall, presentation, game management/design, UI, music/sound, and QA/testing. Alwin Kuruvilla also assisted on the project with programming the AI of the "birds" seen in the video.

XR Prototyping Bootcamp - Week 3 - 2021
For my third week I pitched a prototype called Spatium Conscii - a spatial awareness and mental agility training game based on solving 3D puzzles given visual hints while also having questions appear as distractions that need to be answered to continue the game.
Improving from my previous two weeks, I was able to get all of the mechanics I pitched into the project in a week's time and even had a playable level with the puzzle, time and move tracking, hints, pop-up questions, and a win condition! Starting with a focused scope, I wrote my own scripts rather than attempting to use other packages allowing me to make better use of my time. I had some issues/bugs, but I was able to overcome and understand them so I could complete my prototype. The lesson learned was that a focused scope based on creating mechanics with programming aspects you are familiar with can significantly improve your prototype development.
(note: the visual distortion in the video is caused by the display trying to composite the left and right eye views of the VR headset)
Improving from my previous two weeks, I was able to get all of the mechanics I pitched into the project in a week's time and even had a playable level with the puzzle, time and move tracking, hints, pop-up questions, and a win condition! Starting with a focused scope, I wrote my own scripts rather than attempting to use other packages allowing me to make better use of my time. I had some issues/bugs, but I was able to overcome and understand them so I could complete my prototype. The lesson learned was that a focused scope based on creating mechanics with programming aspects you are familiar with can significantly improve your prototype development.
(note: the visual distortion in the video is caused by the display trying to composite the left and right eye views of the VR headset)

XR Prototyping Bootcamp - Week 2 - 2021
This is work from my seond week in the XR Prototypoing Bootcamp presented by XR Bootcamp. I pitched a prototype for a game called Steward of the Spire in which the player takes on the role of an AI trying to protect a lone spire in a dark world from attacking forces on all sides by placing defenses on the tower itself and building it up.
I was able to get almost all of the mechanics I pitched into the project in a week's time and even had close to a playable level; but the animations had some issues and there was no damage between the enemies and the defenses as there would be in the actual game. This time I narrowed down my scope more than I did on the first week's project and used assets from another package as much as I could, but trying to get the package to work for my XR project like I needed cost me some time. I used as much as I could, but ultimately I needed to write a number of scripts myself. The lessons learned were that (1) narrowing your scope allows for better focus on what you need to show in your prototype and (2) using assets can be helpful, but if something is just not working you should either find another way or make one yourself.
(note: the visual distortion in the video is caused by the display trying to composite the left and right eye views of the VR headset)
I was able to get almost all of the mechanics I pitched into the project in a week's time and even had close to a playable level; but the animations had some issues and there was no damage between the enemies and the defenses as there would be in the actual game. This time I narrowed down my scope more than I did on the first week's project and used assets from another package as much as I could, but trying to get the package to work for my XR project like I needed cost me some time. I used as much as I could, but ultimately I needed to write a number of scripts myself. The lessons learned were that (1) narrowing your scope allows for better focus on what you need to show in your prototype and (2) using assets can be helpful, but if something is just not working you should either find another way or make one yourself.
(note: the visual distortion in the video is caused by the display trying to composite the left and right eye views of the VR headset)

Steward of the Spire Sample via Youtube - 2021
This is work from my seond week in the XR Prototypoing Bootcamp presented by XR Bootcamp. I pitched a prototype for a game called Steward of the Spire in which the player takes on the role of an AI trying to protect a lone spire in a dark world from attacking forces on all sides by placing defenses on the tower itself and building it up.
I was able to get almost all of the mechanics I pitched into the project in a week's time and even had close to a playable level; but the animations had some issues and there was no damage between the enemies and the defenses as there would be in the actual game. This time I narrowed down my scope more than I did on the first week's project and used assets from another package as much as I could, but trying to get the package to work for my XR project like I needed cost me some time. I used as much as I could, but ultimately I needed to write a number of scripts myself. The lessons learned were that (1) narrowing your scope allows for better focus on what you need to show in your prototype and (2) using assets can be helpful, but if something is just not working you should either find another way or make one yourself.
(note: the visual distortion in the video is caused by the display trying to composite the left and right eye views of the VR headset)
I was able to get almost all of the mechanics I pitched into the project in a week's time and even had close to a playable level; but the animations had some issues and there was no damage between the enemies and the defenses as there would be in the actual game. This time I narrowed down my scope more than I did on the first week's project and used assets from another package as much as I could, but trying to get the package to work for my XR project like I needed cost me some time. I used as much as I could, but ultimately I needed to write a number of scripts myself. The lessons learned were that (1) narrowing your scope allows for better focus on what you need to show in your prototype and (2) using assets can be helpful, but if something is just not working you should either find another way or make one yourself.
(note: the visual distortion in the video is caused by the display trying to composite the left and right eye views of the VR headset)

XR Prototyping Bootcamp - Week 1 - 2021
This is work from my first week in the XR Prototyping Bootcamp presened by XR Bootcamp. I pitched a prototype for a game called Cybervire in which the player takes on the role of an AI trying to combat a viral "fire" outbreak in the metaverse in an effort to preserve important metaverse data by saving structures and users' personal data by rescuing their avatars.
I was able to get a number of the mechanics I pitched into the project in a week's time, but did not have them in a playable level. I became too focused on getting all the mechanics made first so I could use them as needed, so my prototype looked more like just a showcase of the mechanics themselves. The lesson learned was to stick to the core mechanics that get the idea and fun of the game across in a prototype; the other mechanics can be added later.
(note: the visual distortion in the video is caused by the display trying to composite the left and right eye views of the VR headset)
I was able to get a number of the mechanics I pitched into the project in a week's time, but did not have them in a playable level. I became too focused on getting all the mechanics made first so I could use them as needed, so my prototype looked more like just a showcase of the mechanics themselves. The lesson learned was to stick to the core mechanics that get the idea and fun of the game across in a prototype; the other mechanics can be added later.
(note: the visual distortion in the video is caused by the display trying to composite the left and right eye views of the VR headset)

Cyber Vire Sample via Youtube - 2021
This is work from my first week in the XR Prototyping Bootcamp presened by XR Bootcamp. I pitched a prototype for a game called Cybervire in which the player takes on the role of an AI trying to combat a viral "fire" outbreak in the metaverse in an effort to preserve important metaverse data by saving structures and users' personal data by rescuing their avatars.
I was able to get a number of the mechanics I pitched into the project in a week's time, but did not have them in a playable level. I became too focused on getting all the mechanics made first so I could use them as needed, so my prototype looked more like just a showcase of the mechanics themselves. The lesson learned was to stick to the core mechanics that get the idea and fun of the game across in a prototype; the other mechanics can be added later.
(note: the visual distortion in the video is caused by the display trying to composite the left and right eye views of the VR headset)
I was able to get a number of the mechanics I pitched into the project in a week's time, but did not have them in a playable level. I became too focused on getting all the mechanics made first so I could use them as needed, so my prototype looked more like just a showcase of the mechanics themselves. The lesson learned was to stick to the core mechanics that get the idea and fun of the game across in a prototype; the other mechanics can be added later.
(note: the visual distortion in the video is caused by the display trying to composite the left and right eye views of the VR headset)

Not for Trade - 2021
* open and look to the bottom right for the link to the game*
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Done as a group project for the 2021 Epic Games Mega Jam using Unreal Engine 4.26, Not For Trade (NFT) was a game based on stealing and uploading artworks and their non-fungible tokens to your shady benefactor. You are coerced into this scheme to (1) pay the benefactor back for repairs they gave you, and (2) regain your long-term memory from the benefactor. I was responsable for the voice overs, the dialogue, some of the setting for the narrative, part of the game design, the documentation, the tutorial level, and the level layout of the main level (not the environment). Click the link to check out this game's itch.io page for more information.
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Done as a group project for the 2021 Epic Games Mega Jam using Unreal Engine 4.26, Not For Trade (NFT) was a game based on stealing and uploading artworks and their non-fungible tokens to your shady benefactor. You are coerced into this scheme to (1) pay the benefactor back for repairs they gave you, and (2) regain your long-term memory from the benefactor. I was responsable for the voice overs, the dialogue, some of the setting for the narrative, part of the game design, the documentation, the tutorial level, and the level layout of the main level (not the environment). Click the link to check out this game's itch.io page for more information.
Grayscale Gameplay - 2021
Grayscale was a group project made by myself and six others. I was the project lead and responsible for overall design, part of the programming, most of the editing, testing, and all of the sound. It was made in Unreal Engine with assets created in other programs such as Adobe Photoshop, Adobe Illustrator, Substance Painter, and Maya.
team roster: Joseph Roberts, Amanda Mulkey, Ariana Santos,
Austin Lehouiller, Jacob Taylor, Sequoyah Stinson

Quadrifid - 2020
Quadrifid is a 2 to 4 player card based board game in which a divided party of adventurers try to esacpe a collapsing dungeon. I made this game for a class project and it was developed over the course of a few months going from concept, to prototyping, to player testing, to refinement, and ending in a full presenation and pitch on everything about the game and its development. Adobe Photoshop and Illustrator were the main two programs used to create the assets. Other materials are not posted for confidentiality as I hope to publish this one day, but I would be happy to discuss it!

RIVALS - 2018
RIVALS was a board game I created for 2 players for one of my game design classes. Players used cards to perform actions using blocks on the game board. I am not posting a detailed explanation or materials as I may publish this game one day based on the postive feedback I received during testing! Contact me if you would like to discuss it.

RIVALS (card back) - 2018
card back art of RIVALS' "maneuvers" cards

Vector: Initialization - 2018
These images are from a game concept I created for one of my game design classes. The project included everything from concept art to a full game design document describing everything from gameplay to story. This image was to be the in-game character bio for the titular character - Vector.

Vector HUD Concept (with labels) -2018
The game was structured as a first person shooter. Playing as Vector, the player would have two weapons and two abilities to use for combat based on recharging energy; recharging shields would defend player health. This is one of the HUD concept images (with labels) showing the player's health, shield and energy levels, reticle, compass, and minimap with a virtual grid background. It was made with Adobe Illustrator.

Vector Bio Screen Draft 1 - 2018
one of the drafts for the character bio image for Vector; printed document style

Vector Bio Screen Draft 2 - 2018
one of the drafts for the character bio image for Vector; written notes and lose pictures style

Vector HUD Concept (without labels) -2018
The game was structured as a first person shooter. Playing as Vector, the player would have two weapons and two abilities to use for combat based on recharging energy; recharging shields would defend player health. This is one of the HUD concept images (without labels) showing the player's health, shield and energy levels, reticle, compass, and minimap with a virtual grid background. It was made with Adobe Illustrator.

Vector HUD Concept (without labels) -2018
The game was structured as a first person shooter. Playing as Vector, the player would have two weapons and two abilities to use for combat based on recharging energy; recharging shields would defend finite player health. This is one of the HUD concept images (without labels) showing the player's health, shield and energy levels, reticle, compass, and minimap with a desert background. It was made with Adobe Illustrator.

Vector HUD Concept (with labels) -2018
The game was structured as a first person shooter. Playing as Vector, the player would have two weapons and two abilities to use for combat based on recharging energy; recharging shields would defend finite player health. This is one of the HUD concept images (with labels) showing the player's health, shield and energy levels, reticle, compass, and minimap with a desert background. It was made with Adobe Illustrator.

Invader Sharpshooter - 2017
A simple point-n-click shooter game programmed in using the Processing environment based on Javascript, Invader Sharpshooter was created for a programming class. The character artwork is also original with inspiration from Space Invaders. The project was also my first "real" video game and true use of object-orientated programming with each enemy having their own child class of the parent enemy class.

Invader Sharpshooter (demo) - 2017
a video demo of the game and a brief view of the code

Data Visualization - 2017
Done as a class project, this was a data vizualization project created in the Processing programming environment using US labor statistics as a data set. It covers 2 years of these statistics using a type of scatter plot. The points on the graph can also be filtered individually or by year using the buttons on the right.

Data Visualization (demo) - 2017
quick demo of the program in use with its code as a backdrop
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