Posts Tagged ‘games’
take out your anaglyph glasses to view this in its full stereoscopic glory!
I did the art and sound for the game Gravity Cubes, with Matt Morris and Jason Mathias. Ours is the eerie world of semi-transparent cubes in which the gravity switches on the player every 30s. The game was realized in Unity and is the result of experimenting with what constitutes a compelling 3D space – it turns out transparency and reflections are particularly evocative in stereo, as the viewer receives a rich impression of the multiple layers of objects positioned at different depths.
My new Unity game! Cracked Marble Maze is about wandering through a game without the possibility of ever reaching an end state. The rotating maze is suspended in starry void, but even if you fall through the cracks in the walls, you are transported back to a random spot in the maze by a stellar cloud. Boosters in the maze tunnels make the maze rotate in the opposite direction. When you get to the center of the maze (the rotating cracked marble), you can jump to any of the other “arms” by jumping from the marble to one of the rotating entrances. It’s hard to keep one’s balance on the marble! Luckily, running up 90° slopes is possible…
The game I made a month ago, Bunnybot should probably be re-named Neon Helix – because now it’s all about traveling through floating helixes composed of bubbles and luminous cubes in a deep dark cavernous space. S3D competes with conflicting depth cues (smaller helixes are placed in front of the screen), giving the player an impression of navigating a spatial paradox.
The bouncy 3D labyrinth with its electrocuted fuzzy fauna continues to be built…in stereo! A prototype arch and its puzzled subject pose for the game engine camera.