Open Innovation [Master]

Inclusive Playscape design

Lalita Bellach and Rajveer Parekh

Play-do

2024 Spring OI Exhibition

Rajveer P.

Final

Orion Orozco and Andrew Perticone

Fantastical Biology II

Andrew Perticone & Orion Orozco

Midreview post - nate

Nate Davis and Paxton English

The only conclusive feedback from the papers was problem that the why isn't compelling to the people who also checked it needs more clarification. This means that only artist get it which makes sense. I think this is a flaw in the midreview feedback sheet having this organize of tick boxes having  one seem like the oppositte of the other because of design hierarchy of list such as order and overall sectioning.

Gravity Shift

Sam Hague and 2 OthersJasmine Horowitz
Andrew Perticone

Gravity Shift

By Andrew & Sam

Project Description: 

Gravity Shift is a first person puzzle game designed to have absolutely no conventional weapons, built in the unity engine. The player must use environmental hazards, like electricity and water, to eliminate their enemies, who are robots. The game is designed around a grappling hook mechanic, which allows you to grapple objects with other moveable objects and parts of the environment. We used this mechanic to make the player interact with the environment, as their only method of defeating foes is to use environmental hazards.

؜Blame

By Casper Newbury and Mabel Forkner

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