*The following projects, while not games, showcase my other computer graphics skills and abilities
Manufacturing Plant Detailed 3D Blockout & Simulation
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Created a detailed - to scale - blocked out model of a manufacturing plant showing the line process, product flow, spatial constraints, and opportunities for material storage improvement. This simulations was done to help identify both spatial problems and used as a tool to quickly determine what solutions might look like in 3D space before implementing and moving equipment.
The model also has an interactive measurement function, as well as the ability to drive a forklift around, move around as a employee to gain their perspective, and has future-plans for being able to simulate takt-time per stations and product flow. This simulation was created purely by me over the course of a couple months as a side project to help address some issues the manufacturer was having. The plant was built in Unreal Engine 4. |
VR Puppy Simulator:
Emotional Reactivity of Realism in VR
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Created a virtual reality simulation of a corgi puppy living room play experience. Included the ability to grab objects, interact with the puppy, place objects, throw a ball and play fetch, dress up the puppy, and feed the puppy. Attempted with a limited time of 5 minutes to create an emotion bond with the puppy, which would then choke and die when fed too large of a treat, creating an emotional reaction. This project was conducted as a research study, the point of which was to gauge an emotional reaction upon a 1-10 Likert scale and see how the levels compared with different levels of realism in the environment and the model of the puppy. There were 4 different versions created of the game: Realistic Dog Realistic Environment, Realistic Dog Toon Environment, Toon Dog Realistic Environment, and Toon Dog Toon Environment. This project was made in Unity over the course of 7 weeks. Primary testing took place via the HTC Vive Pro with 22 participants over 2 days of testing. Each test took about 10 minutes including questions and answers. In order not to traumatize participants, pre-questions were asked to filter out those who had experience pet loss recently. In addition, participants were not told that the puppy was going to die in order to create the surprise and shock required for an emotional reaction. This project was made in conjunction with others using Unity: Justin Legare: environment design, experiment conductor, data analytics, game design Carly Fox: programming, collision, game design, implementation, dog pathing Welly Chang: character artist, texture artist, sound, cell shading Martin Chang: character animator, sound, data analysis The results of the study were that the different appearance of the dog didn't produce a significant impact on the player's emotional reactivity. The appearance of the environment, however, was found to have a significant impact. Our full report is included, and some of the data is visually graphed below: |
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Self Immersion in VR with Autism
Created a virtual reality movie of a morning hygiene routine for autistic teenagers. Development consisted of utilizing a model bear to make a follow along/educational video for the Samsung Gear VR. The sequence was built using Unreal Engine 4 and resulted in roughly 3 minute long movie to watch and follow along. The demo video above was created using a first person perspective to give the illusion of what it would look when the headset is put on.
The following people were engaged with the making of this project, under the group name Infinite Reality for a Senior Capstone Project: Justin Legare (Programming/Design) - Unreal implementation, virtual reality setup, environment building, lighting, texturing, animation implementation, voice alignment, sequences, particle effects Caleb McClean (Modeling/Animation/Research) - Character animator, primary researcher, character modeling, rigging, texturing, debugging Liz Baker (Modeling/Animation/Texturing) - Character animator, kitchen modeler and scene construction, texturing, logo design, concept art, character design Mackenzie Hammer (Modeling/Animation/Texturing) - Character animator, bathroom modeler, texturing, concept art, modeling debugging Jessica Balfe (Modeling/Animation/Web Design) - Character animator, bedroom modeling, concept art, room layout design, website designer, website maintenance, http://www.jessicarbalfe.com/ Special Thanks to: - Professor Dan Triplett of Purdue University for voice acting, guidance, adviser, and modeling assistance - Donnie Jessie of Globe Star for project direction, feedback, guidance, and research help |
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Corridor Project Environment Build
This project was put together, lighted, and rendered out in Unreal Engine 4 by me as part of a class homework assignment. I did not do the modeling involved, but I did implement the features and design the lighting and placement of objects.
Created both a Night Scene and a Day Scene. Attempted to give a government facility look with the lighting and decals in place |
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Simple Houdini Procedural Sword with Parameters
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This was done as a personal project, me learning the Houdini Engine and practice with parameters. I didn't follow any tutorial and created the nodes based on my own intuition. Adjustments for blade length, angle of sword tip, angle of guard, and the length of the handle can be made. The pieces all move relative based to the adjustments made in other parameters. |
Magic Circle Generator in Processing
Using Processing and reading data off a .txt file, create a procedural generator for magic circles. This project was done over the course of two weeks and used trigonometry, Java coding, and a lot of variables. Full documentation is available below. I chose to show this project because I think it is a great example of my process and creating a system that could be used within a fantasy video game. In addition, this was a good practice of my coding skills and brushing up on my math skills. The parameters of the circle are controlled by numbers and strings in the .txt file that will adjust the look of the circles. My goal was to create a sort of elemental feel to the geometry. |