Open Innovation [Master]

Final Presentation

Nada Elsonni and 9 OthersCharlie Whinnery
Gabe Murray
Jasmine Horowitz
Kaia Narbunshart
Lloyd Graves
Max Fuhrer
Nico Bellucci
Orion Orozco
Rafa Riman

Composition in Godot

Andrew Perticone and 3 OthersSam Hague
Bryson Guthrie
Ella Zemler Wu

؜Composition in Godot

؜By: Sam, Ella, Bryson, Andrew

Composition in Godot is a game project built in the open-source Godot game engine. For this project, we wanted to explore the programming technique of composition. Composition is a style of formatting a game's code that allows you to reuse as much code as possible. Composition involves making scripts as modular as possible and reusing them between similar objects. We used the Godot game engine as an alternative to Unity. Over the last few years, Unity has repeatedly made anti-consumer decisions and changed their pricing model to make more money from developers. In contrast, Godot is a fully free and open-source (FOSS) game engine. This means that it can be used for anything without prior permission, licensing, or payment. This also means that anyone can access or modify their own copy of the Godot code. FOSS software tends to get better over time, as people make improvements and there's no profit incentive to cause reverse progress, whereas closed-source software gets worse, as showcased by Unity. We built the game concept off a series of short-form videos in which two balls with weapons attached bounce around an arena, dealing damage to the other one each time their weapon connects. We adapted this into a roguelike format, in which the player fights the enemy over and over again, getting to choose one of three random upgrades each time they win. When the player loses, they lose their upgrades and go back to the beginning. The enemy gets slightly stronger each time the player wins, so the player has to choose upgrades well to outpace the enemy. This project was chiefly an exercise in completing a game from start to finish. Generally, game projects will make a compelling proof-of-concept and leave it as a prototype. We wanted to break this norm, by making a fully polished and effectively complete game, within the 3 week structure imposed by the NuVu model.

Midreview

Sam Hague and 3 OthersAndrew Perticone
Bryson Guthrie
Ella Zemler Wu

؜Roguelike

Andrew, Ella, Sam, and Bryson

Midreview

Gabe Murray and 8 OthersCharlie Whinnery
Jasmine Horowitz
Kaia Narbunshart
Lloyd Graves
Max Fuhrer
Nico Bellucci
Orion Orozco
Rafa Riman

Restorative Media Hub

؜Small architects, big impact.

P5.JS coding

Cole Krivak and Paxton English

P5.JS coding

؜Paxton English

Blunt Moves

Cole Krivak and 3 OthersVictoria Haggins - Wright
Xavier Cooper
Ayush Gandhi

؜Blunt Moves

؜Xavier

&

Victoria

1 / 8

Blunt Moves is an interactive fashion and business game where players build their own boutique, design clothing, and develop leadership skills while exploring luxury and classic Americana style. Blending physical AR cards with a mobile game, it teaches creativity, pitching, branding, and money management through play. The experience empowers players ages 10+ to define their voice, grow their confidence, and bring their unique vision to life.

D.J.-D.YAY

Cole Krivak and Huxley Metral

D.J.-D.YAY

Huxley Metral & Vexx Thompson

Wearable Emotional Support

Elise English and 2 OthersElise English
Sammy Potts

Wearable Emotional Support

Elise English and Sammy Potts

With this project, we want to figure out if we can create a wearable form of immediate comfort for people who suffer from panic attacks. We will research the current wearables for panic attacks specifically, compare their qualities, and use that information to create a wearable that tracks, and responds immediately to oncoming stress.

Mid Review Slide Template

Cole Krivak and 3 OthersBrendan Bailey
Zephyros Koyanis
David Giffin

Brendan, David & Z

؜Ropeless Lobster Trap

Final Presentation

Cole Krivak and 3 OthersDavid Giffin
Brendan Bailey
Zephyros Koyanis

David, Brendan & Z

؜Ropeless Lobster Trap