Final Proposal (Still Developing)

 

 

Dash and Bash

A 2D Fast Paced Character Action Game

 

Maxwell Shaver

IMM 498 Senior Thesis:  Research and Innovation

Professor Chris Ault

December 17, 2018

 

 

 

Abstract

 

The purpose of my project is to create a video game that is action packed and where the player moves along three horizontal parallel lines in order to limit movement for increased speed in game play.  I will build the game in Unity and do the art myself.  It will be an action game, which is fast-paced and progressive, to enable me to rush in and attack the challenge quickly.  The game will be creative in the actions it presents and in the art, design and aesthetics to create engaging game play.  The player will manipulate multiple planes while taking out masses of enemies.  The multiple planes offers a grid like system where the player is thinking and playing within.  The player will be thinking in a 3D environment with a typical faster pace of 2D game.

 

 

 

 

 

 

Table of Contents

Abstract. 2

Introduction. 4

Historical Context. 5

Current Context. 6

Technical Strategy. 9

Aesthetic Strategy. 10

Implementation. 12

Summary and Conclusion. 13

References. 15

 

 

Introduction

 

This year, as a senior, I developed a joy for working in Unity because it offers flexibility for game developers and creators, with real-time tools.  Ever since I can remember I have liked to play video games and I also developed a creative side for drawing and art.  When I entered college, and wanted to find a major, I envisioned developing skills and learning more in both of these areas, hoping to apply them to develop games someday.   I would like to expand my art skills to help develop characters and design for video games. I have been doing pixel art for about three years. I grew up playing tons of 3D action games and loved them, such as Bayonetta, Devil May Cry, and Bloodborne.  My idea is to create a fast paced and progressive video game that allows me to rush in and tackle the objective quickly.  I enjoy this type of gaming and want to use my art skills in the game too.

For this thesis project, I considered what to do for about a year and went with video games because it is something I really enjoy doing and it will enable me to develop my skills in this area, which I hope to be able to work in after I graduate.  In my sophomore year, I worked on a video game and always wanted to do that again.  My goal is to create a game that replicates the thrill and deep mechanics of the games I grew up playing.

I always admired my friend Ryan Strenkowski’s knowledge on the technical side of video games.  I wanted to develop that for myself.  Ryan is also an IMM major, and he provided me feedback on my idea and design.  My hopes for this project is to better understand the craft of making games combined with art and to develop my strategic and creative ideas into a real video game that I made.

The target audience for this game is broad, as it would apply to all people that enjoy into independent games that are fast paced and filled with action.  If I am successful with a legitimate game in the end, I will put it on Steam.  Steam is a platform for entertainment playing and connecting with others. Steam enables you to share your game with others and develop skills.

Historical Context

 

The first video game was created in October, 1958 by a physicist, William Higinbotham, which was similar to Pong, which was popular in the 1970’s, a quarter century before I was born. One of the largest game developing organizations today is Platinum Studios, which was founded in 2006 and has 209 employees.  The head office is located in Osaka, Japan.    Over the last few years, they have developed NieR:Automata, Teenage Mutant Ninja Turtles: Mutants in Manhattan, Bayonetta, and Star Fox Zero and Star Fox Guard.  Platinum excels at their development of battle/combat games.  They actually co-produced NieR:Automata because the other producer did not have the experience or the desire to create the required battle/combat system.

Platinum games method for development of a game is to first develop how the character is to play.    The physical interactions the player can take in the game are referred to as “verbs”.  It is important not to have too many verbs so the controls do not become cluttered.   Verbs serve multiple functions such as flushing out the development/skills of a character.  Verbs also lead to better game design.  An example of a verb in Platinum Games that highlights the above was in one of their first projects, Bayonetta. In Bayonetta, they used a well-timed dodge to slow down time.  This verb was used both in combat and in the puzzles between sections.  This gave the character the assumed knowledge of how to combat but also gave the game player the ability to elude or fight without actually throwing a punch (Platinum Games).

I have also researched Hideaki Itsuno.  He is the mind behind the later “Devil May Cry” series, which set the bar, which all other similar games are compared.   Itsuno is a Japanese video game director and video game designer employed by Capcom for most of his career.  He is credited as the director of Power Stone, Devil May Cry and Dragon’s Dogma series’.  Although he did not direct/design the original Devil May Cry game, he did become involved with Devil May Cry 2 to steer the project back on course.  He was then involved starting on Day 1 with Devil May Cry 3 and 4 (Hideaki Itsuno).

The more I considered what I wanted to achieve I realized my greatest inspiration is the game Dead Cells – simple 2D game with approximately 5 verbs relating to combat.  Motion Twin developed this game, which is a French worker cooperative based in Bordeaux, France (Motion Twin).  They have been making games since 2001 and are currently working on their first PC/Console title.  Dead Cell has three consistent verbs of run, dodge and jump.  Two of the actions the player can take, and the game is set up so you randomly get two weapons and two skills.   Thus, all those randomized weapons can fit into the verb attack and all the skills can fit into the verb skill.  Because of the player is always on the feet with hundreds of options to approach a situation.  Because the players’ movement is consistent, it give the players the confidence to take risks and progress through the game.  This is something I appreciate and am looking to incorporate into my own game (Dead Cells).

Current Context

 

When games switched to 3D, game developers had the ability to give the player the ability to interact with things on a larger scale, instead of just the screen. This opened up the ability to take on hordes of enemies at once, and lead to the creation of lots of fast pace action games.

In our current day, many smaller developers are moving back to 2D and taking things we learned in 3D into their 2D games. What I want to do is emulate the feeling in a fast paced 3D game in a 2D game because no one has done it before.

The benefits of the 2D are that the player can see everything going on rather than navigating a 3D space with a camera.

What my game is trying to attempt is to create a 3D game without the Y axis of the playing field so that it is easier to take in everything that is happening in the game. In 3D games, the Y axis is only used for jumping and dealing with enemies on a higher level.

In hindsight it those mechanics exists because they can’t get rid of the Y axis so they need to put something there.

For me I am taking Montgomery Harris’ rule of six and distilling my verbs down to six actions.  I have not finalized this list as I continue to compile the list of verbs before finalizing.

I attended the “Thy Geedom Con,” and watched a panel being led by Montgomery Harris titled “Creating Your Own Universe”.   What I heard from Mr. Harris truly strengthened my understanding of how important a video games universe is in the success of your user’s gaming experience.  Montgomery explained how his military training and the overabundance use of acronyms lead him to apply “Dog’s Bollocks” to all of his writing efforts in developing a believable and readable universe.  He also shared the rules of six which also greatly influences how your users enter a game and how that will drive the user to continue with your game or to leave your game shortly after beginning.  For Harris, “Dog’s Bollocks” means the following

  • Do your Research
  • Begin
  • Organize
  • Locations
  • Outline
  • Kill your darlings
  • Start writing

For the rule of six, when you begin you need to develop what is/was happening in your universe

  • 6 years ago
  • 6 months ago
  • 6 weeks ago
  • 6 days ago
  • 6 hours ago
  • 6 minutes ago
  • 6 seconds ago

Then apply six to everything.  Have six locations, six core characters, six event, and your characters should have six main traits, etc.  This will provide you with a sound foundation for your universe so you can begin writing your story or the game you are creating.   I thought when applying that to video games and realized video games are universes you are literally interacting with.  What Montgomery was doing was creating a world the user would believe and imagine.  I applied the rule of 6 and thought about what user would do in first 6 seconds then the next 6 minutes and what they would do in the remainder of the game.  In considering all of this I have identified multiple examples which support my thoughts and will continue to explore this as I complete my thesis project of the gaming world I want my players to interact in.

Technical Strategy

 

To access the game, you would use a laptop, and inevitably I would like to add controller support because it is more comfortable to play on.  As discussed, my desire is to build my game utilizing Unity.  Therefore, my research has been focused on the coding in Unity.   This is progressing however I have yet to get the enemies working but the player can attack and run around from left to right (Unity 2018).

To build upon this I have also visited Lynda.com which provides video trainings to continue learning and understanding the basics of Unity.  I am using this to better translate the movement I want to achieve with my characters.  Although I was able to increase the speed of the characters, it was negatively affecting other facets of my game design so I am further researching how to address these issues.  One great resource I have found is the YouTube channel “Extra Credits”.  I have viewed their whole series on making your first game and I continue to research this information.  Extra Credits states your first game should be small in scope and when putting your game plan together, break it into smaller achievable chunks.  They recommend having small weekly objectives to maintain a steady progressive pace to achieve them.

In devising the game, I am going to be using Unity.  There will be no physics to the game.  Instead everything will go by the translate method in Unity to move around. Translate is to move in a digital space from your current position to a specified position without the use of physics (Burnett and Evands 2018). The game will have lots of effects on actions to communicate what is happening to the player.  For example, when something is hit, it will translate a few pixels back.  This simulates physical force pushing the object away.  In order to emulate 3 dimensionality in a 2D space, the players will move along a grid with 3 planes on the Y position.  This will give the appearance of characters moving on a flat plane.

Currently I am using the website Piskelapp.com to create the pixel art, but I plan on moving into Photoshop next semester to have a larger variety of tools to work with.

Aesthetic Strategy

 

First and Foremost I am going to create the mechanics of the game before those elements are given art.  This follows the age old tradition of form, follows function in video games.  After that I will craft a high fantasy setting so that whatever mechanics I develop, will make sense because anything would be possible in a magical setting.

My aesthetic design has changed from when I showcased at AIMM After Dark, because I was inspired by some of the feedback I received from others who were playing my game.  They said it would be ridiculous for one guy on the screen to be fighting tons of other guys throughout the level.  Therefore my new strategy for aesthetics is a fantasy knight fighting monsters.  This would open up the opportunity to make enemies that are not humanoid and it goes back to a style that I am more familiar with.

For my research I continue to review YouTube and Lynda.com.  Both of these sites have provided me with great information.  On Lynda.com I am able to focus and research on specific topics as it relates to Unity.  I have found this to be very useful.  Some of the topics I’ve been researching include loops, general programming habits, and creating classes.  Another aspect of Lynda.com which has assisted me in my research is their asset store which I’ve learned about Cinemachine.

Cinemachine is an application for 2D professional camera tools for Unity that provide access to camera control at AAA game level.  By using Cinemachine it should assist with some issues I’ve been experiencing as well as save some time.  I am just starting to explore this and to understand how it could enhance and improve my final project.

My exploration and research on YouTube continues and I have discovered a number of channels which are dedicated to Pixel art.  One channel which I have found to provide some simple direction is Brackeys (Asbjorn 2018).  Through Brackeys there are coding tutorials, tips and tricks.

I have also researched channels dedicated to the drawing of anatomy.  A particularly good one is ProkoTV on YouTube.   This is led by Stan Prokopenko who is an artist and teacher and has created a number of instructional art videos.

A lot of what I’ve learned is how the animation design is essential to convey the essence of your characters.

Similar to Brackeys I have also spent time researching on MortMort which is also on YouTube but is also available on mortmort.net.  This person also provides numerous tips and special ways to code line which assists in breaking down the Pixel art for line development.  MortMort further shares how he goes about his game development using Asperite for Pixel Art, Photoshop for digital painting, Stencyl for simple 2D games and Unity for more complicated games.  I found all of this interesting and additional topics for further research.

As I continued to research further into Pixel art I found a YouTube channel called “The Verge” which has a great documentary web series on Japanese designers.  This is a Toco Toco TV and is an ongoing web series.  The episodes are in Japanese but you can turn on subtitles.  Each of the episodes are interesting and I find some more useful than others but in general a good resource for which is needed in game design.  A few of the interviews I’ve watched include Yoko Taro, director of Nier: Automata which touches on his creative process as well as why his games feel a bit different than others or as I like to say “goofy”.  Another is the director of Persona 5, Katsura Hashino which touches on creating a game in the city of Tokyo and being real-world focused.  Toco Toco is now Archipel as they have evolved this channel but the interviews are still known as Toco Toco (Archipel 2014).

Implementation

 

Prototype Dec 1

  • Have the layout of the game
  • Create the skeleton of the design

December – First part of Winter Break

  • Practice doing art
  • Learn and practice coding in Unity
  • Build the skeleton of the aesthetics of the game, scheme, motifs, main characters look

January

  • Develop the players
  • Develop the mechanics and verbs
  • Understand how the people will interact with the game in order to build the rest of the game around that concept

February

  • Build the enemies and obstacles the player will face
  • Figure out the flow of the game

March

  • Finish up the art in the game
  • Debugging
  • Add audio and music

April

  • Fine tuning and tweaking all the details
  • Specifying the brains of each animation
  • Adjusting the damage numbers
  • Adding tweaks and effects, quality of life stuff

 

Summary and Conclusion

 

My project objective is to create an action game where the player moves along three horizontal parallel lines to limit movement so that I can quicken the speed of combat game play.

I am inspired by this idea because I like action games, which are fast-paced and progressive.  These games allow me to rush in and tackle the objective quickly.  I would like to develop my own game and build upon this ability.  I have always been very interested in video games, the design, the stories behind them and the people that build them.  I would like to imbibe them with all of the learnings I have gathered from being an avid game player over the years and layer in my creative side to tell the stories I want told in this format.  My future aspirations is to get into creative work and I am really enjoying Unity and want to continue to build and employ by skills here in video games.  I think my project is a novel idea, which will lead to fun and engaging gameplay.  Furthermore, this idea is unique because the player has to juggle multiple planes while taking out hordes of enemies.  The multiple planes provides a grid like system which the player is thinking and playing within and I want to see if players can juggle thinking in a 3D environment with a typical faster pace of 2D game.  I plan to technically implement my project with Unity.  Also, I have been doing pixel art for several years and want to create as much of the art as possible.

 

 

References

 

“Archipel.” YouTube, YouTube, 2014, www.youtube.com/channel/UC3zoY9LapZERsN7caDKqz0w/about.

Asbjorn. “Brackeys Is Creating Videos on Game Development.” Patreon, 2018, www.patreon.com/brackeys.

Burnett, Bill, and Dave Evands. Designing Your Life: How to Build a Well-Lived, Joyful Life. Alfred A. Knopf, 2018.

“Dead Cells – The RogueVania from Motion Twin.” Dead Cells – Rogue-Lite Metroidvania with Some Souls-Lite Combat on Top! Kill, Die, Learn, Repeat., 2018, dead-cells.com/.

ExtraCreditz. “Extra Credits.” YouTube, YouTube, 2014, www.youtube.com/user/ExtraCreditz.

Harris, Montgomery. “Montgomery Harris.” Mysite, 2018, www.montgomeryharris.com/bio.

“Hideaki Itsuno.” IMDb, IMDb.com, 2018, www.imdb.com/name/nm1393914/.

“Motion Twin – Free Indie Games. Play on Your Browser, Mobile or Tablet!” Motion Twin – Free Indie Games. Play on Your Browser, Mobile or Tablet!, 2018, motion-twin.com/.

“October 1958: Physicist Invents First Video Game.” Edited by Alan Chodos, American Physical Society, 2018, www.aps.org/publications/apsnews/200810/physicshistory.cfm.

“PlatinumGames Inc. Official WebSite.” PlatinumGames Official Blog, 2018, www.platinumgames.com/.

“Thy Geekdom Con.” Thy Geekdom Con, 2018, www.thygeekdomcon.com/.

“Unity Training and Tutorials.” Lynda.com, Lynda.com, 2018, www.lynda.com/Unity-training-tutorials/1242-0.html.

“Unity.” Unity, 2018, unity3d.com/.

“Welcome to Steam.” Steam, The Ultimate Online Game Platform, 2018, store.steampowered.com/about/.

 

 

 

 

 

Finalized Concept

The Project

My project idea is to create an interactive virtual reality tech demo where the player character can interact with various physics objects in their environment. The setting is in a wizard’s hut filled with strange plants, viles, books, and a cauldron. The focus of this experience is to mix potions in the cauldron in the middle of the room. They would do this by selecting object and pouring/placing them in the cauldron to make various potions with increasing difficulty and powerful effects. There will be a large potion book the player can flip through to see the various potions they’ve made and how they made them.

Last semester in my animation class my final project was a wizard’s room stylized to look like a low poly game similar to late 90s and early 2000s 3D games. While the model in the final project were serviceable, over the course of the past couple of months my skills in 3D modeling and texture work have advanced. Because of this I wanted to revisit that old project in a new light. I really love 3D environmental design and focusing my thesis around it seemed like the obvious choice. This project will also give me a great portfolio piece once it’s complete because I hope to pursue 3D environmental design and texturing as a career.

Why My Project?

There are a lot of VR games and experiences already out there, but I feel very few take advantage of their medium. The goal of my project is to create an immersive environment the player and walk through and interact with in an engaging way. I’ll be focusing on VR headsets that include handheld controllers to help with this immersion. The player will need to physically reach out and grab the objects they want to interact with and maneuver. The experience will be a calming one the players can easily jump in and out of, it’s not meant to have a lot of mechanics. It’s something they’d play to unwind.

I’ve seen a lot of different VR games, from ports of popular console titles to game specifically made for the console. What I feel will separate mine is its overall tone. It’s meant to relieve stress and help the player relax similar to something like Abzu (a game where you gently move through a colorful and scenic ocean) but with the interactivity and VR capabilities of a game like I Expect You To Die (a spy games that has you go through various missions but has time limits and different elements to increase the difficulty of each stage and induce stress).

Style

My project takes a lot of aesthetic influence from 3D games that came out in the late 90s and early 00s. These games had a more cartoonish styles (whether intentional or not) due to the limitations of the hardware at the time. This resulted in characters and environment with sharper edges and clear geometric shapes in their designs. My project won’t actually be low poly like their inspiration, but rather a more modern version of that style. My models will be more details and have cleaner models, but retain that geometric focus and cartoon aesthetic.

From Concept to Prototype

Taking this project from concept to prototype will be a bit of a challenge, but one I’m confident I can complete. My first step would be modeling the different environmental set pieces that will be in the scene using various programs (Maya, Zbrush, Substance Designer) then arranging them into a game engine. I’ll be using Unity for this project because of it’s VR capabilities. Once in Unity I can begin to assemble the scene and fiddle with the physics of the engine. From there I will write and edit code to make it into a proper interactive experience.

Final Concept

My final idea for the game is the concept of making a personality quiz, but as a game. The player will have a small area to look around in and talk to people, and the people will ask you simple but very deep questions. Your responses will change how the world appears and changes. The options you perceive as true will be reflected in the world. There are five simple questions that have huge philosophical impacts. There is no right or wrong answers, but things can change for better or worse.

The world will only have two city blocks and a small park. They change as you answer the five or more questions. They world At the end, your results will be tallied, and you get a special message depending on the results, and which questions you chose which answers for. More positive choices will receive more realistic responses, showing some things in the world are not so perfect. Not to downplay or harm a person’s positivity, but maybe they do not see problems that the world faces from their thinking. If the results are more negative, they will receive positive messages about the world, showing their negativity may be misplaced.

Final Concept

Résumé: The Ride

My idea is to create an exciting and innovative way to display my résumé using projection mapping to project animations, photos, and videos onto a model that also incorporates other special effects and moving parts to tell my professional and educational story. I am inspired by this project and the potential it has because I feel as though this is something I can truly pour myself into over the course of the next 7 months, and I also feel that I can continue to build upon it and improve it until the day of the show. I get very invested in things that I enjoy, and simply thinking about this project has me very excited. Although this project will be a great deal of fun for me, I feel that it can also help my future significantly, being that I will be presenting my passion for working in theme parks in an innovative way and shows that I want to continue down this path.

Although it is clear why I am extremely excited by this project, I feel that others will enjoy it too, because who doesn’t love theme parks? My project will be exciting to watch and aesthetically pleasing. With music, narration, moving parts, practical effects, and projection mapping, the presentation will be a little bit over the top, but I feel that that is the best way to go with something like this. As far as my research has shown me at this point, nobody has done something exactly like this just yet. With projections mapped onto a tabletop model with moving parts and different effects, my project will likely be the first of its kind and will let the viewer feel as though they are visiting a miniature theme park.

I plan on using the makerspace to fabricate a model that would be suitable for my project. The model will be created using wood, metal, and plastic, with motors, lights, and a few other systems that will be used to create effects during the “show”. The model will likely be a combination of a few things, such as a castle, a mountain, a roller coaster, or others. I will likely need at least two projectors for my project, depending on the design of the model. If time permits, I would ideally add a few small pyrotechnic and water effects into the show to highlight different parts of my career. By the end of this semester, I hope to have a solid plan for the model, with construction possibly beginning, and I would like to have a full draft of my “show” written up with a rough cut of the video/audio being put together. If I can achieve these things, I feel that I will be on the right track to completing this project, and I will know where I need to focus more of my time, being that I will be attempting to begin several parts of this project. I also will begin to study projection mapping and start to play around with it so I will be comfortable with the software I choose.

Finalized Concept

Finalized Concept

The project that I will committing to is the idea of an interactive short film. This film will be unique in many different ways. The ways that this project will differ from other projects is by incorporating a variety of movie genres. With each choice being in the hands of the viewer. The goal is to embed videos into one another this way there will be a seamless transition from one video clip to the next. The inspiration behind this project is my passion for film-making. I have only created small one minute clips, but I have never done an actual short film. There’s a commercial on television that has the two main character going through a scene, but it constantly changes genres right on the spot and it creates this excitement and unpredictability. This commercial inspired my idea to include multiple genres into my film.

This project represents my personal values and interest by including my loves for film and movies. I have always dreamed of creating a film and this is something that would be an incredible starting point for me. Being able to dream up a story and then making come to life really excites. Being an IMM major we are often forced to be creative and think outside the box and being allowed to let my creativity run wild is exactly what I love to do. While being an IMM major I tend to lean toward the side of media and video editing and film-making. This project will help my future endeavors because after graduating I will aim to work in social media. The ideal role for me is to create content for the social media and creating videos clips will be on the top of list of content. Creating such an innovative and creative film will add to my portfolio and force me to gain more skills in this area.

I believe there will be a lot of interest in my film because film and video is such a huge part of media. When watching television and when going to the movies you will rarely see any still image promotionals. People love video. The reason why my project will gain even more interest is because of the interactive aspect that I will be presenting to the audience. Once potential consumers see the ability to be in control of the storyline it will immediately attract them to see the film and take control. I imagine the viewers will sit at my film and try and go through each and every possible ending and twist.

When implementing this project technically it will take more research on my behalf. I imagine that I would need some sort of coding to embed the clips into one another. One of my peers spoke about a Youtuber doing something similar to this idea, but he just created a video and the transitions were chopping and obvious. The goal is to make transition seamless as if your sitting at your local movie theater. I will likely be editing my clips in Adobe Premiere Pro and After Effects. When filming I will go to the cage and find the best camera suited for my project along with lighting pieces to make sure the quality remains high, crisp, and clean. What’s great about this film is that I am able to give it multiple styles. When making it a romance it will be a lot of close up with and a bright scene with romantic music and a quiet and serene scene. Then when it changes to horror it will grow dark and the music fades into something suspenseful and creepy. There will be a variety of styles.

When prototyping this project I will be working a lot of different recording techniques and learning how different films are executed. I will share my storyboard with friends and peers and see if my story is entertaining and engaging. Also I plan on practicing embedding videos over one another by creating little clips with my phone and practicing how I would execute when I get my actual clips.  This will be one of the most challenging parts so I will be sure to spend a lot of time of learning and mastering this technique.

Final Project

My project is a recorded game of Dungeons and Dragons turned into a video format. My goal is creating something people would watch as well as listen to, that also wouldn’t require more than a handful of people should I pursue this further.

This project is a merger of my interests I’ve developed in college, drawing and D&D. This would also serve as a way for me to expand my artistic abilities. This project would be different than other D&D related projects because no one has added visual elements to the entire podcast without animating it. It extents knowledge by allow me to experiment with mixing visual art with the audio story.

I am going to use Audacity to edit the audio and Photoshop to create the artwork. I won’t have prototypes, but I will have reference sheets for before the recording. I’m also going to get music and sound effects to add in post. For the actual game itself, I’m going to use Dungeon World to cut down on the gameplay Jargon as much as possible. I’ll go into how Dungeon World is different in detail in a later post, but for now imagine the rules of typical D&D like cooking with a cook book and Dungeon World like making a sandwich. 

Research

I’m going watch a ton of art and audacity tutorials. Also, I’m going to get good microphones from the cage. Finally, I’m going to read up on how to speak as clearly as possible.

Finalized Concept

Finalized Concept

Competitive Gaming Module

I have been playing video games for as long as I can remember. I believe my very first video game was Super Mario on the Super Nintendo and I think I was so young at the time I had no idea how to play the game properly, let alone win at it. And when you play a game by no means do you play to lose, I mean you might play to have fun -but the very idea is to accomplish a particular objective as cleanly and efficiently as possible. Winning becomes the central goal or idea for the player but how effectively one wins is just as important to ponder as the achievement in and of itself. An idea I wish to tackle in my current endeavor as I seek to create an interactive medium in which to improve the average players capacity in not only how they execute their play-style but how they think and analyze situations.

As I grew up gaming evolved not just graphically but conceptually and competitively in ways a 16-bit plumber could never even imagine. No longer was I jumping over platforms or saving the princess in another castle but fighting back the terrifying Locust swarm in Gears of War and the tenacious Covenant in Halo 3 . Hallmark titles with modern on-going sequels to this very day.  At the time there was a popular website in the gaming scene called Gamebattles that was affiliated with the renowned esports organization Major League Gaming (aka. MLG for short) and I participated in several seasonal online ladders on their website. With my close school mates as my team we accomplished little to nothing, with a constant loss streak with one to two minor victories here and there. And as we continued on we lost more and more matches and my hopes at fame, fun, and fortune in my all time favorite hobby were considerably dashed.

As I reflect years later on my ambitions to achieve a modicum of success in a competitive gaming circuit much of what I know now in comparison to what knew prior made me realize my hopes were always built on a false premise to begin with. Nothing in competition is achieved just by simply playing and winning but analyzing and correcting the mistakes you and your teammates make. It is almost a necessity to question every move you make, what weapons you use, what characters you pick, what map you play on, and etc. to the point of greasing yourself into a well oiled machine of efficiency. Contextualization and discipline is key. Having an answer to give when most questions arise in a match, and not getting cold feet when the other team gets too creative.

For my thesis project I wish to develop an interactive esports module centered around a popular title that teaches people how to think differently about their game-play actions in an online setting. A module that will entail recorded video simulations with point values that provide insight into how to act and react. Slides with highlight markers detailing important numerical statistics. And clips of the most competitive tournament matches explaining how and why professionals players utilize certain techniques and methodologies. Competitive development has always been a slight interest of mine as probing what makes other players more lethal that than their competition was like observing a game of Pokemon. Saying things like “this player fundamentally plays like a water type -they go with the flow,” or “that player plays like a fire type -constantly on the offensive and aggressive”. I personally think much of why I want to do this is to identify and harness the potential people have inside them in the hobby I am most passionate about. Because somewhere deep down inside I firmly do believe everyone has potential to be a winner. They just need the secret cheat codes to unlock it.

Finalized Concept

Feedback wise, it’s been about half-and-half: half said I should go through with my interactive storybook, the other half said I should go through with my interactive stitcher.

After contemplating for some time, I decided to go through with the idea of the interactive stitcher. I think it is something that will be able to be executed within the next 7 months and it excites me because I’ve never seen anything like my idea and I want to learn a new program to create this.

Being involved in the knitting/crocheting club here at TCNJ, I can ask my fellow club members about crocheting techniques and patterns to help me with this project. I feel that’s already a good start.

Finalized Concept

My finalized concept is using holographic technology (aka a bunch of iPads and plexiglass) to depict a narrative that describes the issues surrounding deforestation. I plan to use several iPads that would each feature a holographic video of part of a forest. Put together, these videos would form an overarching, connected narrative that would immerse the viewer in a digital forest or data visualization.  I’d like to add motion sensors that trigger different videos to play, or at the very least turn on the holograms. I may even have a larger projection on the wall (just a regular flat 2D video), but that would depend on the time frame of the project.

The company  Rainforest Connection is the main source of inspiration for this idea. Founded by Topher White, it utilizes Tensorflow, a machine learning framework created  by Google, and old cell phones to detect the sounds of chainsaws and alerts the locals of illegal deforestation activities. I stumbled across this site:  https://www.google.com/about/stories/rainforest/
The display of the site intrigued me, and while it’s not data visualization, I liked the way they used interactivity and presentation to draw attention to their mission. What’s great is that they even have a contact that people can reach out to for project help and contributions.

I love hiking and I love nature, so I would personally be invested in a project that promotes that. I’ve also always been a storyteller and artist first since I was young, and since coming to college I’ve mostly been focusing on the technology aspect over the artistic despite being an IMM major. I’d like to be able to return to my roots (pun as an afterthought) with this project, as well as practice some 3D modeling/environmental design. It may not be directly impactful, but I think I can make it work.

My initial prototype I’d like to complete by the end of the semester is at least one holographic video complete with a preliminary model. If I can get my hands on a sensor and get it hooked up to the hologram, that would be bonus points. I’d probably do several mockups of the hologram to decide which set up I like best, as well as what style I’d like the video narrative to be in.

With that being said, I’m excited to jump in!

Finalized Concept

My senior thesis is a combination of two things I am passionate about: cooking and technological innovation. I plan to make an interactive spice rack that allows cooks of all levels to explore the art of blending spices. I thought of this idea while, unsurprisingly, cooking! As a college student off the meal plan for the first time, I am finally learning the fundamentals. This has presented me with a number of challenges, including being able to layer spices correctly. I had no clue there were so many flavor profiles and ways to intermingle them. One fruit tart recipe I followed called for cardamom, a spice whose name I’ve heard, but always thought was a flowering plant found at a nursery (I was confusing carnation + mum). I was reluctant to add this to the mixture because to me, adding a spice in a sweet dessert that wasn’t cinnamon or nutmeg sounded catastrophic. Eventually, I mustered up the courage and funds to purchase cardamom and use it in the tart. It had a pleasantly warm and floral smell that married well with the flavor of sugared berries. This find led me to research other kinds of spices and their flavor profiles. Sweet, nutty, piney, bitter, herbal, spicy, woody. The list goes on and on. Spice is the heart of a meal; it can either make or break the taste, as well as shape its flavor style. Why leave spice layering to professional chefs? It’s time for a creation that will bring this life skill to the home kitchen and spice up every cook’s life.

Two of the biggest challenges I faced while cooking were timing and multitasking. Organization is key when it comes to speed. No one wants to spend valuable time scouring the cabinet for the correct spices. Chances are, I am racing the clock to leave on time or hurrying before my family gets home and finds other snacks to eat instead. I also found it hard to remember ingredients and steps listed in a recipe. I was constantly running back to my book or phone to reread a section. For these reasons, I want to create an interactive spice rack that utilizes visual cues that immediately direct my eyes to where I should be looking. If I want something hot and spicy, every spice on the rack with a matching flavor profile will light up. This way, I will have an easier time finding what I need. This feature also allows an exploratory experience, allowing the chef to truly relish in the thought process of cooking instead of rushing to get it done.

Cooking a delicious meal through exploration and discovery is one of the most satisfying experiences as an amateur cook. Recently, I purchased some riced cauliflower for the first time and decided to make a loose version of pork fried rice with ginger. The second time I made riced cauliflower, I added cilantro and lime instead for a Chipotle-inspired meal. One or two ingredients can make all the difference and drastically change the style of it. That is why I would also like to implement a sort by geographical region in my spice rack. This way, cooks can easily find the spices that are common in cultural recipes from around the world and use it as inspiration for their dishes. Along the way, if I discover a spice I like or a combination of spices that pair well with a dish, I want to have the capability to save them in the system so I have access to them for later use.

In summary, the coded interface should primarily sort spices and herbs by flavor and geographical region. It should also save user-favorited spices and groups of spices for future reference. Secondary features include making flavor blend suggestions (sweet pairs well with spicy) and spice pairing suggestions (cumin and turmeric are usually paired together). A tertiary feature I am considering is providing possible spice blend recipe combinations like Chinese 5 spice, chili powder, curry powder, apple pie spice, and baharat. This requires including less used spices on the spice rack and I am not sure yet if there will be enough space.

Next, I plan to outline hardware requirements for the interactive spice rack. Obviously, I will need to present my project with some spices. I am currently considering building a 4×3 wooden rack that will hold 12 of the most common spices and herbs I’ve come across in my research: basil, black pepper, cayenne pepper, cinnamon, cloves, cumin, ginger, nutmeg, oregano, paprika, rosemary, and thyme. This list is subject to change or expand throughout the course of my research. I will build the LED lights into the spice rack and hook them up to the coded interface that will decide whether the lights will turn on or off beneath each spice. I do not know how this will work yet, so I am still considering my options. I have begun working in Autodesk Tinkercad to learn electronics and circuits. I also need to look into Arduino hardware and see if that could be implemented in my project. As for the user interface itself, I am planning to have a screen that the user can interact with to sort the spices. Thinking about how this will function in the kitchen made me consider a possible hands free option instead. Hands free appliances from electric mixers to Amazon’s Alexa have significantly optimized cooking, so finding a way to make spices light up through voice recognition would take this project to the next level.

I definitely plan to work on the software side of this project first to make sure the sorts work. A complete baseline project would be a simple application that performs the basic flavor profile and geographical region sorts of the spices. I will later hook the code up to the lights, then hook the lights up to the spice rack. And from there, hopefully, BOOM! The good kind, not the blowing up kind.