Zodiac Kids!

Posted: September 10, 2012 in Kinect, MGS

This summer we were fortunate to have kids come in during the University of Utah’s summer camp program and play-test our games. While one might question the amount of children around such expensive equipment, having actual kids play our game was worthwhile and showed us a lot of the issues with the poses that I had concocted for the game. For example, I imagined the cat pose as one that is similiar to the Japanese Lucky Cat –  The right arm is bent 90 degrees at the elbow with the hand up, and the left arm is bent 90 degrees at the elbow with the hand low. To me as a previous dancer, it was a move used many a time in Hip Hop choreography, but it was clear that it’s a hard move to pull off for many people and kids. Our culture is one where we don’t fully explore body movement – we sit in desks and travel passively in cars – so we don’t move our limbs in odd ways. The move felt very natural to me, but people have issues wit hit. Below is a picture of a kid awkwardly in the cat pose. I think it’s funny. but I was able to see the challenge for kids in looking at the pictures afterwards.

Super Awkward Cat Pose!

Super Awkward Cat Pose!

Another issue was the rat pose. We went through a few iterations of it – from a grounded pose to one where players hold their fingers over their head like they have mouse ears. In the gallery below you’ll see Brandon guiding a young child through the pose. Though it’s a cute one, I don’t like that it’s not very active. It’s also focused too much in the body, and sometimes the Kinect has issues recognizing it. This will definitely be changing due to the fact that we’re cutting all the animals and modifying poses. The rat’s pose is completely going away and will be something different for the rabbit that is replacing it.


Overall though, it was cute to see our target audience play the game and enjoy it. This event in the summer has given us a lot of thought about the game as we move forward into the future and this has been a guiding force in our decisions. We’ll be applying what we learned about the poses and kid’s behavior as we create the Beta build of Zodiac.

Zodiac Reunion!

Posted: August 20, 2012 in MGS
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Fall semester has begun. Our team has reunited and we’ve got a new set of goals for the game.

The game will become less linear. We will be creating tracks to give the illusion of turning and tracks that split as well to give players the option to take alternate paths. We’re also changing our animals. We now have a goat, rabbit and tiger. The game will still be on rails and the goal will be to reach the end as fast as possible. We discussed the merits of other ideas and drew upon games such as Agent Dash and Temple Run as inspiration and found ways to meld some of those games ideas together. When players come to the forks in the road, the game will automatically put them in the left turn if they’re on the left side of the track and vice versa. These little things should hopefully prove simple, but I’m sure the engineers will have their work cut out for them. There is a lot more on my shoulders in terms of design, but I believe using modular level design will help us whip out levels quickly and offer fun and frantic paths for players to use. We also need to tighten up the poses and offer variances for them.

It’s gonna be a busy semester, but man, it’s gonna be good.

Further insight on to some of the upcoming design changes:

Linear Design to Branching Design: We have a wonderful assortment of track pieces for the final level. Last semester we only had a linear level. This was due in part to the fact that the engineers had not been able to implement our level editor. This level editor will require a lot of engineering from their side – the animals must be able to stay on the track and not fly off. Eventually, we will apply this to elevated track pieces. By utilizing a level design that is branching, we give the players more options and reasons to replay the level. Since it is a student game, we will probably only get one level out of this project, so if we can shoot for a well-polished level with multiple branching paths, the game will have more life rather than just single play through.

Changing of the animals and their poses: We opted for these three animals – Goat, Rabbit, Tiger – because we feel that they will be more visually dynamic than the original cat, rat, and bull. We chose the goat because it still maintains the ramming aspect that the bull did within the first build, but also because we think it’ll be more interesting to look at than the bull. It’s more cute and I think the character’s polygonal build will read more goat than the bull ever did. The rabbit is our small character – larger than the rat – and I think the connotations with its abilities make more sense to players – rabbits jump high, run fast, and are comfortable in dark tunnel environments (like our caves). I think the choice of the tiger gives players a strong character to play as in this game and is in stark contrast to the choice of goat and rabbit. Where the goat is dopey but stalwart, the rabbit cute yet frantic, the tiger is strong and noble. It will be a solid choice for players in terms of speed and jump height. Its pose is an aggressive one, distinguishing it from the goats pose (a grounded silly flexing pose), and the rabbit’s upbeat, excited pose (hands high up in the air). These poses retain their dynamics from the previous semester (high, medium, low), but will have subtle changes that give more context to the transformation.

Oh, and next week? I’m gonna be in Burning Man! Time for some inspiration!

Zodiac

New-Microsoft-Logo-PPT-Backgrounds

The last few weeks in May were particularly exciting, not only because I turned 25, but because I was flown up to Microsoft’s campus in Redmond Washington to be a student producer at Microsoft Game Studio. The whole process was very fast. I had spoken with a university recruiter regarding an interview I had in March at GDC in San Francisco. She told me I interviewed well and would be invited back for interviews in Redmond, but most likely in the fall. Two weeks later, I received an email from the recruiter that they would actually be flying me up. Within 45 minutes, I had a plane ticket, hotel reservation and instructions and information on what my day would be like.

Arriving on the Microsoft Campus was a bit surreal. It was huge and the waiting area, while warm and inviting, still didn’t calm the nerves in my stomach. When I met my recruiter, I felt more at ease. He let me know they wouldn’t be asking me any of the legendary Microsoft logic questions, but that it would be more situational based questions regarding my experience as to how I would work with various teams. I ended up meeting with four interviewers, one of which I had interviewed me at GDC. After a long day of whirlwind questions and scenarios, I was done. I left as quickly as I entered and felt only the nervous tinge of hindsight 20/20 thinking of how I could have done better, though I did feel confident that I was on point 95% of the time.

When they called me on a Friday in June four weeks later, they let me know I didn’t get the job.

Emotionally devastated, frustrated and annoyed, my Friday most definitely ruined, I stopped applying for jobs altogether the rest of the summer. All the time and energy up until that point in interviews had been for naught, despite being invited to the final rounds most every time. Yet, looking back at it, I gathered a few things that I think bit me in the ass and allow for opportunities of growth.

-I might have gotten word vomit during my interview and in my nervousness mispronounced my interviewers names and probably didn’t offer the best analogies in my answers.

-I made the mistake of not being firm in the studio that I wanted to work at within Microsoft. When they asked me, I told them that I felt as an intern I couldn’t really ask for a particular studio of choice, but that I would be happy to try out any studio with a preference towards Kinect Labs or Epic. One interviewer said bullshit to Epic and said my heart would be more in Kinect. Probably didn’t help my case.

-I felt like my follow-up questions during the interviews were lame and if I felt that, I’m sure the interviewers did as well. My “great” questions were forgotten/muddled due to my nerves, and maybe the interviewers found them not particularly inquisitive.

-Despite Microsoft telling me to wear something business casual because they were more interested in me and not my outfit, I took heed of that advice. However, I feel like it was a test because despite wearing my power outfit (snazzy black jeans and a casual western-style top), the next time I go there I’m wearing a nicer outfit.

-I now know to say “areas of opportunity” rather than “areas where I’m lacking.” One of my interviewers bristled at that phrase, saying that it sounded like I didn’t think much of myself.

It was tough, wretched, and disappointing to not get the job after having it be a three month long process. However, there were valuable lessons in the experience. At my retail job in Apple, I decided to pursue becoming an administrator for the technician team at the store. It has skills applicable to being a producer and gave me a new way of approaching and anticipating roadblocks, an opportunity to multitask on many levels, and also a way to keep my job fresh. I know that this indicates the ability to take initiative and learn new skills.

When school starts up again, I’ll take these lessons to my future interviews.

EAE Day!

Posted: May 2, 2012 in MGS
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We held the EAE Day in our new labs today in the Merril Engineering Building. It’s a gorgeous space with brand new top of the line work stations, and in a lab all to ourselves, so it’ll be a great place for getting work done.

The undergrad capstone class showed off their projects today and the Master’s program had our games on display as well. We were lucky enough to have Zodiac available to playtest today and we had people both young and old enjoying the game in its current form. People enjoyed striking the poses to transform into the current animals and due to a bug where the player character will “fly” when the player keeps jumping for the Kinect, we saw a lot of flying animals on our game. Overall, it was a great chance to see people’s reactions to this early build of my team’s thesis game. When playing the game, players are jumping up and down, dodging left and right and striking the various poses. It is most definitely a classic Kinect game in the sense that their body truly is the controller.

It has been a long semester and everyone has worked hard, especially the engineers and artists. We’ve got a game with potential and this summer will hopefully have the chance to have younger children play the game when we give tours of the program to young students at the University’s summer camps.

A few weeks ago I interviewed with Disney Interactive Media Group for a studio in Palo Alto at their Playdom Studios. I interviewed to be an intern in project management. While I didn’t get the job, I feel like it was a good experience (I was pretty much interviewed right on the spot when they called me), and I’m glad for it. Onwards and forwards!

The Zodiac  team has been catified!

The Zodiac team has been catified!

Posted: April 4, 2012 in Kinect, MGS

This post is from the Origamer’s Blog as written by Karatti. It goes further into the changes for the game.

While examining the paper prototype that we’ve put together for use as our level design, something quickly became apparent – The change gates were not necessarily compulsory. Theoretically, one could never make a change, and still finish the level as quickly as if she had hit every change gate exactly on-time. While this may have been attractive for young gamers, it presented a more fundamental problem – There was little replayability outside of just loading up the game and choosing a different character to be first. Considering that the poses and transformations were to be one of our main “hooks,” this presented a problem.

As the leads consulted together, we talked about different possibilities. The first was a “looping” mechanic that would bring the player back around to the change gate if he missed it the first time around, giving him opportunities until he finally did the motion correctly. While this initially made us smile, we could see how this may become frustrating.

Other ideas included more complex and branching levels, encouraging exploration in order to find the “best path,” but such trial and error seemed a little less than compelling.

Finally, Josh and Jorge put together an interesting idea of using Temple Run as a model, with the transformations taking the place of the turns, and thereby giving us a model to increase the speed of the game. With this idea, we’ve decided to implement the mechanic behind the “looping gates” into something different and unique.

In what we’re calling “dynamic transformations,” the player will theoretically be able to play the entire, single-track level without ever changing. Instead of forcing the player to change, the player will instead be rewarded for changing, with an optimal form as the “fastest” in a certain part of the level.

By example, the Ox is the fastest swimmer, and so will move the fastest through a water section. If the player instead chooses to remain a cat, he’ll flail his way across the area, but will lose considerable time, unless he changes into the ox, at which time he’ll speed up. By the same token, if the player is trying to get through a small tunnel, the rat is her best bet, but the ox can just crash his way through it at a slower pace if she so chooses.

This dynamic system should allow for incentives to learn the poses and time the movements accordingly. As well, it will allow players of any skill level to play the game without being frustrated by having to “redo” sections if they miss a change gate. The entire level, in essence, will be a change gate.

During this discussion, the idea of “Epic Poses” came up, which seemed like an interesting addition. Borrowing an aspect of rhythm games like Rock Band or Guitar Hero, when the player hits an “Epic Pose Zone,” the game will slow down a little, and the player will need to correctly match a sequence of poses in succession. If he’s successful, this will trigger an “Epic Event,” which may include influences of anime “combat” scenes, or something to that effect. This will offer the player an awesome reward, as well as a significant shortcut which should help times, and encourage more skill instead of just barreling down the track.

Finally, the track has been determined to utilize three “slots,” and for the player to jump from one to the other instead of being free to move all over the track at will. Especially considering the speed that we’re aiming for, this should help the player to remain focused and invested in the gameplay instead of fighting against the Kinect to get it to do what it wants to do. As well, this takes some of the focus off of the steering and places it back onto the transformations, where it belongs.

We feel that this is a productive change, and though the “branching” system is simply cleverly hidden within the new design, it feels a little more fluid than it was. Also, this should significantly reduce the size of assets for the art team, though it may invariably increase the number of required animations. We’ll have to go down this path a ways and see how it goes.

Zodiac Racers Sprint 2!

Posted: April 2, 2012 in Kinect, MGS
Tags: , ,

Here’s a link to the Zodiac Race Development blog: Origamers Blog

In other news here is the In Progress Design Doc that I made for the engineers. This covers obstacles and powerups.

Last week I sat with Anurag, one of our developers, to learn about how he’s creating the menu system. Since my programming skills are non-existent, I helped by lending my body to the kinect as he figured out the mathematics to creating a menu in which you can use a single hand to manipulate a cursor across the entire screen.

This week, I hope to get with Jorge, our other developer, to get the poses into the game. Kevin and Pace are working on implementing the track into Unity so that we can place some of the character models that Ashley and Misha have created and begin building a test run of the track!

We’re changing the pace of the game so that players must pose more often. Think Temple Run if it was a Kinect game. Instead of swiping to move left or right, you will need to pose in the correct animal form or receive a time penalty (instead of being eaten by monkeys like in Temple Run).

Zodiac and a rant about Kinect.

Posted: March 25, 2012 in Kinect, MGS

A few weeks back, my cohort’s thesis games were chosen. I was picked as lead designer for our kinect game, The Zodiac Race. It has an art style based off of origami and will be a self contained episode based off a portion of the zodiac legend. For research, I’ve drawn upon my movement background and looking at animals within nature. Also, I’ve been playing different Kinect games at the studio.

Kinect games have a tendency to haves good UI for players getting into the game or a really bad UI. Kinect Adventures and Sports have great UIs that allow the player to easily start their adventure or sport session. dance central plays well, but it’s menus are better managed through a controller. By far the worst game that I’ve played on kinect is Hole in the Wall. The graphics are abysmal, the gameplay stale, and the menus incorrigible. Off the top of my head, here are a few observations that I think make for a successful Kinect game:

1) Make it easy for the players to jump into the game!
It’s incredibly frustrating for a player when they can’t manage menus effectively. Kinect Adventures & Sports creates an easy, intuitive menu for players. The menus feature large icons for players that are easily accessible – using the right hand moves the on-screen cursor and when the player hovers on that icon a circle loads to visually indicate to the player that they are choosing this icon. Hole In the Wall has its menu options bunched together closely, which doesn’t translate to a quick menu experience. If the player moves their hand just a little, another menu icon is highlighted. While part of this may be due to the Kinect technology, the designers placed icons too close together with a result in which the wrong selection gets highlighted.

2) Avatars – To be or not to be?
There is feeling most satisfying when your real life movements are reflected by your cartoon self on the Xbox 360. It’s a special sci-fi moment to wave hello at the screen and see your avatar wave back at you. Also, it’s just really fun to mess around with those avatars and see what goofy stuff you can make them do. However, they serve an important purpose – they teach the player the extent of what the Kinect can recognize and how fast it processes their movement. Knowing their avatar’s limitations helps make the player a better Kinect gamer, and hopefully, have a richer experience. In games like Dance Central, the avatars are pre-generated and their movements fully choreographed and the player is given visual feedback via colors and messaging that let them know if they were flawless, ok, or just bad. The avatars don’t reflect the player’s movement, but within this context they serve as a teacher to the player: “Do these moves and you’ll be a fly, groovy dude. Follow my movements and you’ll get that high score and unlockables.” So the question of whether or not to use an Xbox avatar rests within what type of game it exists in. Games that require precise movements require a choreographed avatar. Games in which there is exists a simple set of movement phrases (such as ducking, dodging, moving side-to-side, etc), tend to have an avatar that mirror the player’s movement.

I’ve got other ideas, but I’ll post those at a later day. It’ll be about The Gunstringer and how it hurts your arm. 🙂

Last year at this point, I was a producer’s assistant at the 2011 Sundance Film Festival. Since then, I’ve changed jobs and this year I’ve been a passive partcipant, ie doing the festival thing of watching movies and meeting cool people.

So far I’ve seen Indie Game:The Movie, About The Pink Sky,Room 237, and Me @ The Zoo. The exception being ATPS, all of the films I’ve seen are documentaries and they’ve been a blast. I stuck around to meet the awesome and kind filmmakers after each one briefly, and I can say that all the films have inspired me in terms of studying how to be a producer and the possibilities and avenues it provides.

Me and the producers/directors of Me @ the Zoo (Chris Moukarbel and Valerie Veatch) as well as the film’s subject, Chris Crocker!

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Posted: January 25, 2012 in Uncategorized

I’m currently working on producing a prototype that is in the running for the thesis game. Six other games are being made and the professors will choose the top two for our thesis project. You can follow it at Shade’s blog.

Posted: January 25, 2012 in MGS, Prototypes

Project Impulse!

Posted: November 30, 2011 in MGS, Prototypes

I am currently producing our newest and final prototype, ImPulse, which is being designed for a new haptic device developed by one of the U’s professors. We are developing prototypes that showcase the technology. You can follow the blog at Project Impulse.

It’s only a few weeks left til the end of the semester, and I cannot wait!