SELECTED WORKS
goliath p.2 ex-change p.8 cabin fever p.14 fishing simulator p.20
JASON GARWOOD Carnegie Mellon University
GOLIATH Goliath is a networked multiplayer game for up to ten players. One player is the Goliath (a large rock giant) who has the objective of destroying the humanoid base protected by the other players before the round is over. Prompted by a non-distracting interface, the humanoids can interact with the environment and various weapons while the goliath can ravage the destructible environment. Through coordinated playtesting this project evolved to become an easy-to learn, fun, yet competitive experience. Project completed in collaboration with Maureen Hilton, Alison Hu, Kyle Leve, Nicholas Wong, and Qiuyi Yin as part of 53-751: Research Issues in Game Development: Designing for XR
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a networked multiplayer game.
INVENTORY/ABILITIES
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With real time gravity and particle effects, the game environment becomes responsive to the player. The base health is represented visually as the structure is reduced to rubble. Using a modular environment, game assets were designed with the intent for new level designs. Both the landscape and the humanoid base can be rearranged for endless play.
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EX-CHANGE: 2020 https://exchange.soa.cmu.edu/ EX-CHANGE is an annual exhibition and publication celebrating the work of Carnegie Mellon’s School of Architecture Students, first year through graduates. In response to the growing health crisis, EX-CHANGE 2020 evolved the standard experience to a virtual adventure-based exhibition. Founded on the exchange of ideas and carefully curated through fundamental questions that embellish the thematic overlaps across projects, the EX-CHANGE is coordinated in such a way that works uncommonly juxtaposed are forced to crosspollinate. Filled with easter-eggs and hidden references, the setting of this exhibit can be understood as memory. As a result, the experience is an interactive, structured abstraction of Carnegie Mellon’s campus where visitors are encouraged to virtually explore and delve into unknown yet familiar places. Project completed in collaboration with Mohammed Rahman and Lydia Randall under the leadership of Talia Perry.
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As guests explore this curated experience, they are directed to understand the work across various scales. To do this, the work is organized under recessive umbrellas, realized as critical questions. In a similar light, the guests can then interact with the work at an increasingly intimate level, where they can understand it not only as a soliloquy but as a note in a larger melody.
CABIN FEVER Designed for VR, Cabin Fever is a horror-esque escape room experience. The player is locked in a remote cabin after running from a loud crash in the forest. The only context the player finds in the cabin is a bloodstained note stating “I’ll be back at 12am.” The player must race against the ticking of the clock to solve a series of hidden puzzles. Using lighting and a minimal interface, the player must operate a flashlight to reveal solutions hidden in plain sight. Encouraging the user to explore every corner of the room, the player must interact with objects while motivated by eerie sounds and enigmatic thuds. Project completed in collaboration with Michael Kim, Kyle Leve, Andrew McLamb, and Raaga Singireddy as part of 53-751: Research Issues in Game Development: Designing for XR
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Do you think you can escape? click to start
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FISHING SIMULATOR Fishing Simulator is an arcade-style game where the objective is to catch as many high scoring fish as possible. The character has immediate control of the line’s depth while fish cross under the boat. The challenge arises from the player’s limited amount of hooks and the threat of trash or unexpected creatures breaking the line. Larger fish will only bite the line if a smaller fish is on the hook. With the player’s choice to reel up the fish or wait for a bigger fish, they risk losing their hook for a higher score. When playing beginner or expert mode, hooking fish requires timing and skill based on the fish size and speed. The game gets progressively more difficult to play as the player builds a higher score. Coded and animated in Python 3.9, Fishing Simulator utilizes an algorithm that based on current score, current wave, where enemies are avoided, and where fish are caught that effects the speed, location and type of spawn. Project completed as part of 15-112: Fundamentals of Programming and Computer Science
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CATCH FISH! size
catch difficulty
points
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1000
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Big fish only bite the hook when their is a smaller fish already hooked. Fish are also smart! If you are catching them in a certain area they will learn to avoid that area!
BUT PROTECT YOUR LINE! Debris will knock fish off your hook!
Sharks will rip off your hook!
Jellyfish will shock your line!
Fast sharks will hunt fish off your line!
Different enemies move at different speeds. If you are skilled at avoiding a particular enemy more of them will spawn. Enemies get continually more aggressive!
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