• If you are citizen of an European Union member nation, you may not use this service unless you are at least 16 years old.

  • You already know Dokkio is an AI-powered assistant to organize & manage your digital files & messages. Very soon, Dokkio will support Outlook as well as One Drive. Check it out today!



Page history last edited by Ben Efram 7 years, 6 months ago



Programming for Play: 


Project 1: Frooly and the Apple


Objective: Make a Unity project using my own sprites and create one goal for the player to complete.




Project 2: Frooly Gets the Apple


Objective: 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.


Team: Tommy Benson


Unity Project: Challenge2.zip





Project 3: TrustFail


Objective: 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. 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.


Team: Tommy Benson and Kelia Murata


Unity Project: TrustFail.zip


Documentation: Video




Project 4: Magno


Objective: 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.


Team: Richard Bui, Jeremy Salo


Unity Project: P4P_BuiEframSalo_Excercise4.zip




Fliqz has shut down their service. To access this video, email support with this video id: 96d9141f6a1a4fa08fb558529ed17056




Rapid Physical Game Design:


Project 1: Bean Bag Bomber



- 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.


Team: Alex CanoMcConnell, Stone Fisher


Documentation: Video


After playing with two players, we decided to try with four players in the same spacial envelope and same rules:




Project 2: Assisted Blind Tag



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.TBA


Team: Richard Bui, Kelia Murata, Ben Efram, Alexander Cano McConnell, Hanna Pardee, Quincie Neale


Rules: Google Doc



Documentation: Videos




Project 3: Cone Heads


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.


Team: Richard Bui


Rules: Google Doc




Project 4: Trip Wire Heist


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.


Team: Hannah Tindal, Alex Cano McConnell, Ben Efram, Jeremy Salo, Hanna Pardee, Kelia Murata, Tommy Benson






Final Project: Cthulu Ctharetaker


  1. This is a combined challenge that spans 
    Programming for Play and 
    Rapid Physical Game Design & Prototyping.
  2. Team Formation: Collaborative groups of 4 will be formed through a silent draft process coordinated by the game masters, Depper and Fajardo. Three “pickers” will be chosen by the game masters, after which a private selection/drafting process will occur. A period of seven calendar days will be allowed for any trades of personnel, if necessary. Trades should be seen as an exception, and not as a given. All trades must be approved by the game masters. Teams should be balanced for the skills of programming, design, and art.
  3. The Conceptual Constraint: games created must engage either the theme of "unify/divide" or the theme of "tendril/tentacle". This engagement must be expressed overtly and palpably. Some prompts that might help us might be: how are the themes enacted or made real in the gameplay? is it possible that you are too literal? is it possible that you are not sufficiently literal? what verbs would reflect the theme? are there metaphors that are useful or related to the themes that you can employ? here is a test that could be used to measure the integration of the theme: if you altered or removed a portion or a piece of the mechanic would you severely impact -- in effect sever -- the connection between gameplay and the theme? if so, then you have managed to integrate well. if not, then you have not managed to integrate the theme.
  4. The Formal Constraints:
    1. Games must employ the Kinect sensor and a large-scale projection in ways that are responsive to bodies moving in space.
    2. Games must involve at least three (3) players.
    3. Gameplay must be simultaneous, but may have rhythmic intervals.
    4. Games must run without errors for the final presentation.
    5. Games must honor a 45 minute temporal envelope, inclusive of setup, gameplay, teardown, and reset of the play space.
    6. Games must have a minimum spatial envelope of 16’ on one side x 8’ tall to accommodate the projection screen. Additional spaces can be used, whether contiguous or non-contiguous.
    7. Games must be programmed for 2D, or 2.5D spatial projection.
    8. Games must be programmed to employ the Unity platform for gameplay. They may make use of supplemental libraries and environments.
    9. Games must employ at least 2 networked machines using OSC.
  5. Diversifiers (must use at least 2 from the following):
    1. Gone Orthogonal: Meaningfully making use of both themes
    2. Bit Shifter: Electronic wireless networking of non-contiguous spaces
    3. Untethered Control: Meaningfully makes use of wireless controllers, or portable wireless control surfaces such as Wiimotes, PS3 controllers, Wireless XBOX360 controllers, or tablet-based controls
    4. Flipping the bird: Use of Twitter Library, or other social libraries, for spectator participation for either judging or for altering the game experience (e.g. change level based on hash-tag)
    5. Studio54: Ambient lighting shift using the DMX protocols
    6. All For One & One For All: everyone together against a system
    7. Atlas Shrugs - every person for themselves: there can be no (NO) alliances, not even fleeting ones
  6. Penalities:
    1. A penalty will be assessed for disintegration of collaborative group. Play nice, share your toys.
    2. A penalty will be assessed for game mechanics that too closely mimic a known game.
    3. A penalty will be assessed for not meeting the formal constraints.
    4. A penalty will be assessed for not meeting the conceptual constraint.




Video 1

Video 2

Planning, Art Assets, and Level Design


Final Presentation Notes:

The final presentation went very well, minus a few hiccups! One thing that might have helped the players out during the final run would be an instructions screen that detailed how the mechanics worked. One of the notes given by the play testers was that it wasn't very clear that their pressure pads would affect the other player's side of the screen, but it was a cool experience to see them eventually figure out that the game was unplayable unless all three players communicated and knew what buttons corresponded to which action. If we could figure out an instruction screen with just enough information to get the players going, then they may have focused more on the teamwork aspect than how the controls worked. However, I think that they got the hang of it pretty quickly.


We were pretty happy with where the game was as a whole, but if we had more time we would have loved to fix some of the programming issues we ran into. The main issue that we, and our play testers, struggled with was the physics of all the moving platforms and how the sprites reacted to them. It ended up being too difficult to stay on the platforms unless the player moved in just the right way, and it felt a little too unnatural. While we continue to work on this game, we will look into the physics materials and make sure that the player moves naturally while on those platforms.


My contributions to the game mainly involved getting the controllers working, including the Kinect v.2, Arduino powered pressure pads, and PS3 controller mapping. These almost worked the first time through, but took a little bit of tweaking before the players could use them correctly. I was very happy with how the controllers turned out, and would love to explore more ways to get players to move through a space. It was a great experience to work with so many different tools for control, and we think it created a fun, dynamic playing experience.


It was amazing to work with such a talented and dedicated group, and I look forward to working with this project and projects like it in the future!

Comments (0)

You don't have permission to comment on this page.