The Descent Date: May-October, 2019Concept: VR game, guns fighting monsters in mining shaftTeam: 3 programmers, 1 artists, 1 audioPlatform: Steam VR w/ Hydraulic platformEngine: Unity Engine Role: Programmer Extra Notes: Player stands on hydraulic platform and the hydraulic platform moves to simulate lift descending down mine shaft, as well as any knocks or drops the player’s cage may get on the way down. I worked on the AI and animation state diagrams. Permanent link to this post (72 words, 1 image, estimated 17 secs reading time) C#, Unity, VR
Zombie Pirates Date: 2018 Concept: AR game fighting Zombie Pirates Team: 2 programmers, 2 artists, 1 audio Platform: iPad Engine: Unity Engine Role: Programmer Extra Notes: Kids on cruise ship can borrow iPads from the operator. Then they start the game, and point the iPad at the AR target on the wall. Zombie pirates appear to burst through the wall towards the child and the child shoots their cannon at the zombies. The highest scores get recorded on monitors next to the AR target. Permanent link to this post (83 words, 1 image, estimated 20 secs reading time) AR, iPad, Mobile, Unity
The Tower Date: August 2016 Concept: A VR archery game taking place in an ancient tower. Team (5): Aaron Humphries (3D Artist) Ben Luff (Designer/Programmer/Audio) Chris Winn (Designer) Michael MacKinnon (Producer/Programmer) Nelson de Costa (Programmer) Platform: Windows with HTC Vive Engine: Unity Engine 5.4 Role: Producer and Programmer (Gameplay/Audio) Extra Notes: The game makes use of 3m x 3m play area with no teleportation. A tower is used so that the player can move vertically to encounter new areas to experience. This allows for the elimination of teleportation and forces the player to fully immerse themselves into the room-scale element of the game. This is a preview of The Tower. Read the full post (599 words, 11 images, estimated 2:24 mins reading time) C#, Unity, VR
APCO Trainer Date: February 2016 Concept: The game presents users with a scenario and a fully explorable, 3D object. Different areas of the object can then be highlighted and interacted with (e.g. removing the back of a phone, unplugging the Ethernet from a PC tower, or ejecting the disk from a games console), with the final aim being to submit the object in an appropriate state for future testing. Team (4): Ben Luff (Designer) Chris Winn (Designer/3D Modeller) Louis Dimmock (Programmer) Michael MacKinnon (Producer/Programmer) Platform: Windows Engine: Unity Engine My Role: Producer and Programmer (Gameplay/Audio) This is a preview of APCO Trainer. Read the full post (190 words, 5 images, estimated 46 secs reading time) C#, Unity
Cult V Cult: The Myxtery Date: January 2016 Concept: You and your cult buddies need to work together to sate the hunger of Sassarilla the demon. Sassy has a craving for you and your friends delicious mortal bodies. Create the right concoctions as a team to keep Sassy at bay. Wait though, while you do that you need create your own secret (read not secret) potions to gain favour with Sassy and save yourself leaving your friends to be devoured. Team (5): Blair Gray (Designer) Caitlin Goodale (Artist) Glenn Patrick Cullen (Programmer) Inka Nieminen (Artist) Michael MacKinnon (Programmer) Platform: Windows with PS4 Controllers Engine: Unity Engine This is a preview of Cult V Cult: The Myxtery. Read the full post (125 words, 4 images, estimated 30 secs reading time) C#, Unity