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Jeffrey_Mutchnik

Page history last edited by Jeffrey Mutchnik 7 years, 10 months ago


 

Programming for Play:

 

Project 1/2:  BuiMutchnik_ProgrammingForPlay_Challenge1b (1).zip

 

Collaborators: Jeffrey Mutchnik & Richard Bui

 

Challenge:

     1. Create a basic game structure by re-skinning and repurposing the example file. Make this playable in the sense that there is one simple goal to be achieved.
     2. Select a partner and create a remixed game that includes both of your goals. If your goals are too similar, please create a new goal and implement it in the game.

 

Objective:

  • The goal of the game is collect all of the stars on the screen and avoid hitting rocks.

 

 

 

 

 

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Project 3MutchnikSaloWeek2(P4P)(1).zip

 

Collaborators: Jeffrey Mutchnik & Jeremy Salo

 

Challenge:

   1. Create a new game that supports some sense of social play, creative play, narrative play or imaginative play that will allow for two players to play at the same time. You must create this sketch with a partner. You must start creating this game by passing the keyboard between the two of you every five minutes. 
   2. Use timers to create reoccurring events within the first game that alter the game experience. This can include explicit countdown timers or implicit event timers that create events.

 

Objective:

  • The goal is to throw beach balls over the wall onto your opponent's side.

  • After 60 secs, the player with the least amount of balls on their side wins.

     

 

 

Project 4BlueBlobBounce(1).zip

 

Collaborators: Jeffrey Mutchnik, Alexander Cano McConnell, Hanna Pardee, & Thomas Benson

 

Challenge:

     1. Work with two to three partners to create a sketch that investigates one or all of the following ideas: Proximity and repulsion, Collisions that do no include projectiles, Physics acting on non player objects. Your aspect ratio should be greater or equal to 5 to 1 in either horizontal or vertical orientation. The controllable character(s) should include animation with more than one state. Sound should be used in a diagetic manner

 

Objective:

  • The player must move and stack the falling blocks to avoid obstacles and complete the level.

 

 

 

 

 

 


 

Rapid Physical Game Design:

 

Challenge 1: 

 Form a collaborative group of three (3) people. Create a game for two bodies in a single, non-aggressive and dynamic, mechanic, within a spatial envelope of 8 x 8 x 8 feet. All gameplay should be completed within 5 minutes.

 

Collaborators: Jeffrey Mutchnik, Brock Soicher, RIchard Bui, & Hannah Tindal

 

Objective

  • Drop the bean bags to pins corresponding to color (e.g red bean bag goes to red pin) within 5 minutes.

 

Set-Up:

    • Pins are set in the play area

    • Beanbags are set before the starting area

    • Seeker starts behind the whiteboard

      • Seeker puts on blindfold here

    • After Seeker wears blindfold, the Speaker physically moves the Seeker so that s/he facing the bean bags and pins

 

Rules

  • Two Players (both can move)

    • One player is blindfolded (Seeker)

      • Only player who can drop the bean bags

      • Cannot see the pins before being blindfolded

      • Cannot touch Speaker 

    • One player can talk (Speaker)

      • Directs the Seeker to pins

      • Cannot touch Seeker 

  • Speaker rolls a die

    • Whatever number is rolled is the number of words the Speaker has to use to describe where the Seeker can drop the beanbag.

      • e.g. if a 6 is rolled, the Speaker say exactly 6 words. No more, no less.

    • After Seeker performs an action, Speaker can roll again.

    • Speaker cannot take back words

 

 

 

 

 

Challenge 2: 

Form a six (6) or seven (7) person collaborative group. Create a game that involves four (4) humans interacting and moving through space and playing within an 8 x 8 x 8 foot bounding cube. Gameplay may involve no more than two (2) props of the same kind, but which cannot be the object or goal of the game. The goal should involve two or more players in a collaboration. The game should be self-evaluating, that is to say it should require no referee to judge end states. The temporal envelope should be carved into 30-second increments/events.

 

 

Zookeeper vs Orcas:

 

Collaborators: Jeffrey Mutchnik, Brock Soicher, Stone Fisher, Tommy Benson, Julia Jones & Hannah Tindal

 

Objective:

A zookeeper has fallen in the Orca cage and must escape before being killed.

 

Setup:

 

Rules:

  • Zookeeper must get to the opposite side in three minutes.
  • All players must start at one corner.
  • Zookeeper can move forward, backward, side to side, can move back previous spaces, stand still, and move diagonally.  Zookeeper cannot swap spaces with Orca, if they swap, the Zookeeper will lose.
  • Orcas can only move forward, backward, and side to side but cannot go to most prior previous square. Two orcas are allowed to swap spaces with each other.
  • If two Orcas move to same spot, they must play rock, paper, scissors, to determine who is out of the game, therefore limiting down the number of orcas to the zookeeper.
  • Zookeeper must get to the opposite side in three minutes.
  • Zookeeper counts down from 3 (3,2,1…) then all move.

 

Notes from Playtesting:

  • Clarify “opposite side of the square” so they know to go diagonally across

  • Specify that it is 3 (orcas) v 1 (zookeeper)

  • What does opposite side of board mean? (The opposite diagonal)

  • Might add the rule that people need to point

  • Indication of what the cone means

  • “Each player starts in a different corner”

  • Clearer indication of checkerboard (confusing squares for some players)

    • Using ‘X’s to indicate “other” color square

    • Possibly use string to indicate play space

  • Good asymmetric gameplay

  • Movement is kind of an issue

  • What kind of revisions can be made to the pointing?

    • Felt a little rigid/difficult to manage pointing and moving simultaneously.

    • With everybody moving all at once, how can an honor system be maintained?

      • Maybe everyone moves blind?

    • Movement is a skill in our game that can be improved over multiple playthroughs

  • Point, reconcile, move based turns

  • “As we played, it did start to feel more natural”

  • “Became fun once you could move in the space quickly. It did take a while to get to this point”

    • “Pointing takes away a little fun from the experience because it takes away some of the spontaneity of  the game.”

    • “Pointing might actually weaken an honor system between players”

  • Apparently the grid doesn't make sense (More tape? String?)

  • What if the countdown wasn’t as loose? What if it was more rhythmic, interval based moves.

  • Should there be a penalty for the orcas going back to the previous space?

    • Get sent back to the cone?

  • Gameplay Tweaks from Playthroughs:

    • Zookeeper going to opposite corner and back

    • Quicker turn intervals

      • Return to their own corner or return to zookeeper corner

    • Time limit

    • Point system

    • Round system

    • Winner becomes zookeeper

      • In a round system players switch/rotate roles : Game variant

    • Cases where Orcas forget to move`

    • A fixed interval for the zookeeper? (3...2...1)

 

 

 

 

 

Challenge 3: 

 Form a two (2) or three (3) person collaborative  group. Create a game that involves five (5) bodies/players, all with equivalent roles, all interacting within a 16' long x 16' wide x 8' high maximum spatial envelope. Gameplay should be accessible by all body-types and all abilities. Gameplay may involve a number of props — limited only by practicality — of no more than two (2) kinds. The maximum temporal envelope will be 15 minutes for a game to play to completion. The game should be easy to learn but difficult to master. The time envelope for learning the game should be no longer than 5 minutes and can exist outside of the gameplay time envelope.

 

 

Collaborators: Jeffrey Mutchnik, Kelia Murata & Stone Fisher

 

Equipment: 

  • 7 cones (5 goals, 2 stacked in middle)

  • 3 tennis balls

  • Short song or timer

  • string/tape/marker

 

Setup:

  • One cone in the middle of the pentagon standing upright, this is the center cone

    • Note: this cone is weighted (2 cones stacked and tape together)

  • At the start of the game players play musical cones to determine which cone is each player's. (as the timer plays players walk clockwise around the circle and when the timer stops players must stop at the cone they are in front of)

  • Whoever got a tennis ball under their cone gets to start with a ball

  • Players then place their cones on its side with open end towards the center cone about 2 foot spans away from inner pentagon surrounding center cone (this is your goal)

  • Players must sit with entire body behind their goal cone with legs not blocking their goal

  • Suggestion:

  • Tap down goal cone to keep it in place on its side during game play

 

Objective: 

  • The main objective is to knock over the middle cone by rolling the tennis ball into it, and then roll the ball into the fallen cone to win.

    • Ball must stay in cone to count as a goal.

  • Players can also score on each other’s goal

    • If your goal is scored in, you are out of the game.

    • Players can block their goals using one hand.

  • Balls must be rolled, not thrown

 

Rules: 

  • If the middle cone is knocked out of the inner pentagon, all ball movement must stop and the nearest player must toss cone back into pentagon.

  • If balls get stuck in middle, or roll out of play, the nearest player is allowed to retrieve it but must return to be completely behind their goal cone before they can roll it

   

 

 

 

Challenge 4: 

Form a collaborative group of six (6) or seven (7). Design an eight player game that will take place in two non-contiguous spaces of 8' x 16' x 8' each. Line of sight between the two spaces is optional. Players must remain within the space where they begin the game for the entire run of play. Two (2) non-player runners can be enlisted to communicate between the spaces. Gameplay must be continuous, simultaneous (not turn-based). The activities in each space must affect or influence each other. Props may not be used as projectiles, nor as semaphores. The temporal envelope for setup, play, teardown, and reset of the space cannot exceed 45 minutes.

 

Picturades!

 

Collaborators: Jeffrey Mutchnik, Brock Soicher, Stone Fisher, Quincie Neale, Richard Bui, & Julia Jones

 

Rules:

  • 2 Teams

    • 5 players per team

    • 4 drawers and 1 runner per team

    • 2 drawers of one team in one space, their other 2 drawers in the diagonal space on the other side of the board

  • Players are given a category in which they must draw a picture (i.e. if given “animals” you might draw a frog, etc.)

  • No erasing!

  • Both drawers must be drawing at the same time

  • Each round is 3 minutes long

  • Each picture must be divided into two halves with a line down the middle (one player on the left, one on the right)

  • Each player uses a different colored marker

  • The runner interprets the drawing and once they think they know what it is, they go to the other players on the team and describe the object to them without explicitly saying it

  • Runner cannot use words that are in the name of the object, and cannot use rhymes or say what letters are in it

  • If a rule is broken during describing an item, it must be crossed out and won’t be counted

  • Once the drawing is described to the other players, those players must start drawing the image described to them

  • At the end of the round, one team’s boards be shown together and the runner of the other team will judge as to whether or not both drawings look like the intending object

  • If the drawings clearly are not complete then they cannot be counted

  • During the judging time everybody will be on one side of the board and watch the judging happen

  • If there is a tie, there will be a new round that will last 1 minute, and the theme will be very difficult (i.e. famous architecture or famous people in history)

  • If there is yet another tie breaker then all 4 drawers will work together on a single drawing that will be split up into 4 parts and the runners will decide which drawing is best

 

Collaborator Notes:

  • Maybe separate the boards to give more room

  • Need clearer rules as to whether a drawing should count or not

  • Get people who have not seen a board have to label things to show that they’re comprehensive

  • Maybe prohibit people to use letters/words

  • We should make a list of categories to choose from

 

Playtesting Notes:

  • Round 1 - Sports

    • The separation of the board adds an additional level of excitement

    • Runners are now whispering in order to separate drawings from one another

    • Surprisingly more drawings being completed in this category than expected

    • lines used to separate drawings

    • runner used charades

    • need to make clear not to erase drawings 

  • Round 1 - Judging

    • Matching sports or equipment?

    • Need better rules for judging - matching sport or matching items

    •  Bill counted the puck as hockey (there were two drawings: one that had a hockey puck and one that had a hockey puck and a hockey stick)

    • Same thing with the tennis drawings

  • Class Round 2 -  Animals

    • make sure each partner has a different colored marker (to differentiate who draws what)

    • what does drawing part mean exactly? drawing half? how much if half?

    • surprisingly fun and enjoyable 

  • Class Round 2 -Judging

    • how do we judge, should it be an entire group vote? (that's really what it turned into)

    • what do we do if there is a tie? play another round?

    • how complete does a drawing have to be, just recognizable, or actually complete be both partners

 

 


Final Project:

 

Vapor by Jeffrey Mutchnik, Hanna Pardee, Kelia Murata, & Stone Fisher aka Indigo _ Posse

 

Setup 

Hardware:   

  • 1 Vapor game executable
  • 2 Macbook Pro computers
  • 3 HDMI Cables (at least one 25ft, one 20ft, and one 6ft long HDMI cables)
  • HDMI to Thunderbolt converters if necessary
  • 2 projector
  • 1 TV or other projector
  • 2 Projector screens
  • Alienware bundle
    •  Alienware box 
    • Display Screen
    • HDMI cable
    • Power cord
    • Keyboard
    • Mouse
  • PC Kinect V2 bundle
    • PC Kinect V2
    • Power cord
    • PC Kinect converter USB Dangle
  • 2 PS3 wireless controllers
  • 8 free power outlets 

Software:

  • Kinect  V2 OSC
  • KinectA

 

 

Game Files:

 

Closeups(1).zip - Sprite Controllers Zip

 

KinectOverview 2(9;55).zip - Kinect Controller Zip

 

 

Overview:

     When drafting an idea for a game, we wanted to incorporate the theme of unify & divide using a Kinect. We ended up creating a game that forces players to work together to navigate the levels and win the game. There are 3 players, with two players using a computer or game controllers to play as our Fire & Water characters and try to collect the corresponding gem (i.e: fire = fire gem) in order to complete each level. We chose the theme of Fire and Water because of their opposite nature and how they can come together as one to form a new element, Vapor, sticking with theme of unify and divide. The third player is in control of the game map and has the ability to flip the gravity of the players using a Kinect to help them traverse different obstacles within each level, such as walking on the ceiling. Each player is supposed to be looking at their own screen, and the goal of the three player team is to communicate with one another to maneuver each stage of the game. 

     Originally, we had a vision of the game being able to work on three different screens, with the sprite characters only being able to see a small portion of the map on their screen, while the Kinect player would have a full view of the level. This mechanic would have solidified our theme a bit more, as the team would have been forced to communicate much more, further increasing the division and the importance of unifying as one to beat the game. We also wanted to incorporate the capability for the sprites to merge together into a "vapor" to fit through narrow obstacles. Unfortunately, we ran into some setbacks with the programming and time along the way and our vision never came fully into light. These bugs caused a lot of the mechanics such as the animations and the networking between the players to fail, which would have definitely added to the aesthetic of the game. If we had more time to work on the game, I believe we would have been able to accomplish our goals and have a much more polished game. 

     My individual tasks with this creation of this game involved a lot of the artwork such as all the menus, the game background, the gem sprites, and the game blocks as well designing the playable levels that utilized our game mechanics in a challenging way. Our game only had about 4 or 5 playable levels, but I designed many more that could eventually be programmed into the game (see a few below, left). When the original idea for the game was formed, we had the idea of the fire and water sprites so I wanted to create an environment that sort of meshed with that warm and cool color scheme (see below, right). A lot of my artwork was created using Affinity Designer & Affinity Photo. I believe good artwork can have a huge impact on the success of a game. This was my first ever video game that I have done artwork for and it was definitely a great experience from an artistic standpoint. I also tried my best to keep up with the programming that was being done by my group members, but with very little experience using Unity, I sort of got lost in the code along the way as it began to get more advanced. It was definitely a learning experience for me, and hopefully with more time, I'll become more comfortable with everything.

     Overall, I think we created a very enjoyable, rough draft for our game. For the time we were given, I think what was produced was adequate, although we probably could have done more with the game had we not hit some setbacks. If we had been able to incorporate all of the mechanics we originally planned, I think this game definitely has some potential. I think everyone in our group learned the importance of time management, as that was probably our biggest challenge we faced during the course of this project. 

 

 

Playtesting:

          

 

 

 


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