“Mind Game” Postmortem: Lessons Learned From My First Public Project

For the past few months my classmates and I were working on a project in collaboration with Carnegie Mellon University CyLab. This project aims to create a game interface that wraps around picoCTF, an international cybersecurity competition for middle/high school students. We worked to provide an alternate means of participating in the event that would appeal to the more general public (i.e. people who have some interest in the topic but little to no prior knowledge).

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“Unto The Horizon” Postmortem – Week 2

Hello! You’re at the week 2 postmortem for “Unto the Horizon”, an ETC BVW Round 4 project at Carnegie Mellon University. Here’s a quick glance of what we did for week 1:

  • Round 4 is a story-telling round.
  • We’re using the Cave Autonomous Virtual Environment (CAVE) room. It is a room with 3 big screens and a moving floor.
  • We’re telling a story about launching a rocket. We aim to invoke emotions of accomplishment and the joy that comes with it.
  • It’s an asymmetrical experience: One team will be in the CAVE as pilots, and the other team in another space as Mission Control. Plays like Keep Talking and Nobody Explodes.
  • Feedback: Lack of story, no interest curve, not intense enough.

You’re always welcome to go back to the previous blog post to know more about this project! Without further or due, let’s begin our week 2 development!

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“Unto The Horizon” Postmortem – Week 1

Hello, commander! You have arrived at the postmortem blog for “Unto the Horizon”, an ETC BVW Round 4 project. BVW, acronym for Building Virtual Worlds, is a class taught at the Entertainment Technology Center (ETC), where students go through 5 rounds of distinctly themed projects and learn game development fundamentals and soft skills such as cooperation and communication.

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“Hero, RUN!” Postmortem

Hi! And welcome to the postmortem of “Hero, RUN!”. This project is a 8-week long school project, and I’d like to give a big shout out to Ian Chang and Marvin Yang: without them this project would never be possible.

To begin with, we started out with nothing but one requirement: make a VR / AR game. For us, there wasn’t really a debate on whether we should go with VR or AR; we were lucky to have TWO HTC Vives, so it really wasn’t some sort of a hard decision. 

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“The Poorly-lit Exploration Project” Postmortem: 3

Welcome back to another postmortem post for TPEP……this name is too long to input, I’ll change a name next time. Last time we talked about audio and subtitles. They helped building the story of the game, and added color and liveliness to the whole environment.

In this final post, we’ll go into some other features in the game, including the items to be picked, the terrain and some optimization.

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“The Poorly-lit Exploration Project” Postmortem: 2

Last time, we mentioned…

  • What this project is: This is an independent project to push my skills further. The goal is to pickup 20 items, invoke particle systems and tell a simple story.
  • Setting Up: I’ve decided that the story should take place in the remains of a deserted village, and the protagonist is revealed with her past, and her destiny as she explores the ruins.
  • Character: How I approached the mechanism to control our character.

So, without further ado, let’s continue.

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“The Poorly-lit Exploration Project” Postmortem: 1

“The Poorly-lit Exploration Project” was an independent project set out to push my own limits and learn new knowledge in Unity.
My primary objective was to pick up at least 20 objects, and invoke a particle system whenever the player picks them up. I also wanted to test my skills as a narrative design, so my other goal is to tell a simple story through this experience.

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