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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.
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)
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