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| GAMBIT |
A collection of links to my various creative works.
Summer 2011
Robotany is an expressive sandbox game made during the 2011 GAMBIT summer program. In the game players train a variety of automated agents to grow and care for a garden. I served as game director (akin to an executive producer) on the team.
The research goal of the game was to implement and test an artificial intellgience method developed by the lab's technical director, Andrew Grant. The overall goal of the project is to determine the feasability of black-box AI middleware.
Summer 2011
A Closed World is an attempt to incorporate LGBTQ-friendly content into the standard JRPG format. The game was primarily made during the 2011 GAMBIT summer program. I co-directed a prototyping team that worked on early concepts for this game over Spring 2011.
Summer 2009
Pierre: Insanity Inspired is an action game incorporating elements of platformers and puzzle games. Players control the titular Pierre, who is running along the surface of a rotating circle trying to collect objects for his sculpture while avoiding hazards. The game was developed as part of the 2009 GAMBIT summer program.
The game is also a research tool meant to study how failure communication affects player performance. When the player makes an error they receive feedback that is either positive or negative in tone (the screenshot shows an example of the former). The game records data on how well the player is performing to see if performance is related to the tone of the feedback.
Winter 2009
Tipping Point is a board game designed to teach project management skills to business students. Players work cooperatively to complete projects before they go past the deadline. Along the way they must deal with projects interfering with each other and starting at inconvenient times.
On this project I served as the Producer, which meant I was primarily responsible for making sure we met our goals and deadlines. I was also heavily involved in the design process. The game is available in print-and-play format, meaning all of the necessary files are free to download but must be printed and assembled.
I was interviewed about this game by the Wall Street Journal.
There is also a Flash implementation available. For this part of the project I served as Product Owner, which meant I was responsible for setting goals and deadlines for the team. I also worked to ensure they had the necessary resources and was on-hand to answer questions and make decisions when neccessary.
Fall 2008
I wrote this small clock program as part of a class assignment. Written in Processing. The colors are based on the time, so in theory one could approximate the time on that information alone. Source.
(Sometimes the clock becomes displaced while scrolling. If it looks strange, try scrolling this page up or down a small amount to correct it.)
Fall 2008
This music video is a collaboration of sorts with Ed Klingenberger. Ed did everything on the music side (writing and recording), while I put the video together.
The video is a remix of a promotional video for Rochester, New York (Ed and I's hometown) that I found on the Prelinger Archive. The original video was titled "Rochester: A City of Quality." I found it amusing that a promotional video could not come up with a better adjective.
Furthermore, the original video was incredibly dull, featuring almost an hour of slow-moving shots of houses, street scenes, and construction sites. This video collects the dullest of the dull, and by moving the title screen to the end transforms the tone from pleasantly upbeat to critical and satirical.
The still images are were found by searching for Rochester, New York in the Time Magazine photograph archives.
Due to time constraints I ended-up splicing most of the footage before the music was done, which is why the cuts do not align well with the music. Nonetheless I think the finished product is very effective.