Homeplay: Keita Takashi

Katamari Damacy:

Katamari: magical adhesive ball that becomes increasingly larger the more objects you stick to it.

Essentially the plot is King of the Cosmos destroyed the cosmos and so you (as Prince) must roll the cosmos up in a katamari to rebuild the universe.

Noby Noby Boy:

nobi: stretch in japanese.

nobinobi: carefree in japanese

Controls a long stretchy character called Boy.  Points accumulated by stretching.  Points can be submitted to “Girl” and “Sun” characters.  The “Girl” begins on earth and stretches throughout the universe.  She has officially united the universe by stretching all the way around the universe.

Wattam:

Wattam is a game about friendship and holding hands.  You play as a cube called Mayor.  Essentially the player gathers “friends” which are sentient objects and creatures like sushi, mushrooms, and toilets.  A lot of this game is finding how these friends can work together to achieve self made goals.

Project Proposal: Sediments and Sentiments

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Description: 2D (but layered) iPhone game with custom rain-sensing interface.

Story:

It begins with a house or some standard scene.  If it is raining*, a raindrop will fall from the sky past the house onto the earth.  It will make a dent and start to erode the soil.  As raindrops keep falling, paths will form.  As you travel farther and farther down, you begin to see remnants of the place’s past like old bottles, doorknobs, bones etc. Story through exploration.

Controls: Game will be played on cellphone with custom interface.  Small sensor that attaches to phone (with waterproof phone case).  Sensor will be a small square with four quadrants.  *The sensor will pick up if a raindrop hits in one of the four quadrants.  The game will also get your GPS coordinates and check online to see if it is raining (no cheating with an eyedropper).  If a raindrop hits one of the four quadrants, the in game raindrop will explore in that direction.  One could try to watch the rain drops and move your phone so that it lands on the desired quadrant, or could let nature do it’s thing.

Game References:

  1. Boktai:

Gameplay less important here.  Game cartridge had a photocell sensor on it which charged weapons against vampires.

2. Kentucky Route Zero

Inspiration from art style/telling stories through little bit at a time

3.Stanley Parable

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Telling a story through objects and spaces.

4.  Explosion

Visual feel of digging down and making your own paths

Other References:

meanders

Meandering Stories

sedimentlayers

Sediment Layers

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Objects found when my backyard was dug up from an old farmhouse (1850s?)

Collapsing Floating Islands

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by Charlie and Sydney

Lesson of this project: Git is evil.

We decided to create some floating islands in the sky with randomly generated cities atop them.  They have rope bridges to attach them.  The cities will destroy themselves slowly with spacebar.

Look around with mouse.

Push Space for city destruction

 

Mac Link: https://drive.google.com/open?id=0B2RxPeR5ieIteEgxUTBybGx1Nk0

Windows Link: https://drive.google.com/drive/folders/0B2RxPeR5ieItZzhENlMyUm55d3c?usp=sharing

Gun Shrine

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I wanted to play with ways to have 3D look 2D in this piece.  I was looking online for free models and found that a large percentage of the models I found were guns.  People lovingly and painstakingly crafted these digital guns, so I decided to make them into a shrine.

Rorschach Carcassone

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The game Carcassonne is a tile based board game that players build one tile at a time to create the cities, roads, abbeys, and fields.  A tile is “worked” by placing a meeple on an area.  Roads, cities, abbeys, and fields are all scored differently with scaling included by the number of tiles.

I thought it would be a fun challenge to subvert the way a game is meant to be played, while technically achieving the ultimate goal (here to get the most victory points).  In this play-through, we did not score traditionally, but instead by what it looked like the outlines that the cities and roads made.  It made abbeys (usually a high point scorer) completely useless and made the game more like a party game.  To get points, one had to work a city or road and complete it. The way in which points were scored though differed.  One had to argue for your amount of points by convincing the other players that the city/road you created looked like a certain thing.  This essentially created a group rorschach test in which points were scored.  We had some relative scores to base off of (1 point for circles, 4 for hearts, 6 for dicks, 8 for animals).  It actually ended up being more fun than the original.

Ex. 1:  IMG_0030

Argued Circle: 1 Point.

Ex. 2: IMG_0031

Argued Heart: 4 Points

Ex. 3:

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Argued Penguin Sitting Down: 8 Points