Immersive Game Bay

Role:

  • Graphics programming
  • Level/system architecture
  • Working With:

  • Local Projects
  • Manchester United
  • Domains:

  • brand activations
  • interactive installations
  • computer vision
  • real-time graphics
  • game development
  • Tools:

  • Unity
  • Role:

  • Graphics programming
  • Level/system architecture
  • Working With:

  • Local Projects
  • Manchester United
  • Domains:

  • brand activations
  • interactive installations
  • computer vision
  • real-time graphics
  • game development
  • Tools:

  • Unity
  • For this client, I worked with Local Projects to imagine what could be possible if the experience of a party game setting such as bowling or a batting cage were combined with sophisticated tracking technology, immersive projection mapping, and robust game design. We realized this vision as part of a rapid pace effort combining the skills of a group of talented developers and designers over a six month period.

    We track the position of the ball in the game bay as the user moves it around the space alone or with friends, with levels that can be set to variable difficulties, while kicking the ball at targets and dribbling around hazards through six unique realtime worlds.

    Beyond the Unity application handling front end and projection mapping, this piece relied on a complex interaction of tracking technology using Optitrack and C++, a separate "bench" application used to set up user info and track scoring, and a custom backend for admin content management and maintaining user data.

    My role on this project was technical direction and implementation with regards to technical art direction and system and level architecture. I created the system used to serialize and author levels for the game, letting non-technical designers script the positions of objects in the world and sculpt the curvature of the game track while coordinating with the gameplay elements.

    targetdesign shadergraph hdrcube

    The art direction of the game bay experience was interpreteted and realized using Unity's modernized render pipeline with a combination of shader work driving custom PBR materials, and GPU-accelerated particle systems built with VFX graph, while working with visual designers, motion artists, and 3d artists to adjust the implementation of content throughout the process.

    The track design itself is an illusion, using vertex shaders to arbitrarily bend the world around the camera, changing pivot points and maintaining consistent lighting effects. This let us save time on asset creation and let us build a system that was based only on a single repeating track component, while giving designers freedom to explore and test their level design.

    With this system architecture in place, we were able to focus on quick iteration and rapid turnaround to create the best possible experience in the time frame.

    Role:

  • Graphics programming
  • Level/system architecture
  • Working With:

  • Local Projects
  • Manchester United
  • Domains:

  • brand activations
  • interactive installations
  • computer vision
  • real-time graphics
  • game development
  • Tools:

  • Unity
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