CLASS PROJECTS

Class projects for LCC8823 - Game Design&Analysis


Class projects for LCC6312 - Design, Technology, and Representation


Class projects for LCC6310 - The Computer as an Expressive Medium





Class projects for LCC8823 - Game Design&Analysis


Time Guyz
by Pauline Chan, Simon Ferrari, Evan Mandel, Nigel O`Rear, Bobby Schweizer
{website} | (Fall 2008)

Time Guyz is a 2D puzzle platformer made for Celia Pearce's video game design and analysis class.In the game, characters work together to solve puzzles. The game can not be played unless all 3 of the people are in the game. We stylized the game off of the popular retro game of Nes. The map is actually done twice so that the player can jump from time zones and see buildings change and grow. There are also many rooms which change from the past to the future as well.




Class projects for LCC6312 - Design, Technology, and Representation


Comic Strip
by Jisun An, Tanla Bilir, Adam Rice, Ray Vichot
| (Spring 2008)

The Comic Strip Project is an interactive video project where a narrative is displayed in three genres of comics (Humor, Melodrama, and experimental). Users can place different scenes from each part of the narrative, thereby creating a new pastiche of themes and a different experience each time through.





Chutes and Ladders
by Sara Raasch, Bobby Schweizer, Ray Vichot
{website} | (Spring 2008)

Chutes and Ladders is a web based component for avatar creation to be used while playing the Chutes and Ladders board game.

This game is a digital extension of the Milton Bradley board game that transforms a digital avatar based on physical board play. Using the morality tales on the board, avatars and narratives are generated based on performance.





Dream Catcher
by Abhishek Gupta, Hee Rin Lee
| (Spring 2008)

Dreams and surrealism have the same origin, the unconscious. Because of it they have much in common: the unreal, unfamiliarized, encoded and the mysterious. Surreal Pictures often remind of dream situations. Dreams however may not always be surreal.






Avatar Breeder
by Jisun An, Daniel Upton
{website} | (Spring 2008)

Avatar breeder allows the user to breed avatars together to create new ethnic categories.
Player picks two parents and four children possibilities appear, based on the previous choice.






Class projects for LCC6310 - The Computer as an Expressive Medium


Sky Palette
by Andrew Roberts
| (Fall 2008)

This project include a non-traditional portrayal of the passage of time; a brush that creates animated firework displays based on the input and color choices of the user; a literary machine that produces a collage of imagery based on the etymological origin of each word typed; an HTML parsing machine that portrays imagery associated with the various meanings of Japanese characters; an exploration of the basic artificial intelligence based on Braitenberg vehicles; and a video game.





Caset
by Thomas Lodato
| (Fall 2008)

Caset crawls the web to gather class names for div tags. It uses these div tags as the DNA of pseudo-biological systems. The product is a system that evolves as the parser crawls.








WordStreams
by Cinque Hicks
{website} | (Fall 2008)

WordStreams is a poetry machine that fluidly remixes the user's words into the flux of the machine's subconscious. It is programmed in Processing.








Abracadabra
by Paul Clifton
| (Fall 2008)

Abracadabra generates a separate syllable for every letter that the user types and reads them back. By stringing together generated syllables and sounding out the words that they create, Abracadabra reminds the user of the process of learning to read and how that process relates to spoken language.





Processing Hip Hop Aesthetics
by Jenifer Vandagriff
| (Fall 2008)

A sampling of processing projects for LCC 6310 with a theme of hip hop aesthetics. It includes a project on music, graffiti, and the spoken word.








WavePainter
by Andrew Quitmeyer
{website} | (Fall 2009)

My project is a paintbrush that utilizes a microphone input on your computer. Each time you draw a stroke you create two layers: a frozen, skeletal layer directly displaying your captured soundwave, and a dynamically decaying, fleshy layer that balances the data taken in at the time the stroke/wave was captured and the continual input of the microphone.

Demo without microphone