Main Concept, Writing: Mark Marino,
Story Architecture & Development: John Murray
Art & Visual Design: Joellyn Rock
Opening in the center of the international refugee crisis, this playable story places the interactor in the position of the refugee. As the tale opens, an explosion sends the interactor from the comfort of a ship into the salt immortal sea. Rescued by a mysterious boat the player encounters eight other passengers, drawn from the present and the ancient past. However, one of these passengers has angered the gods, and unless the player can discover which, all will face their wrath. However, finding that secret is no easy task. Each passenger harbors secrets that pit them against each other in an allegory of contemporary global crisis. Choosing from one of nine iconic positions in the refugee crisis, the interactor can explore tales of misfortune while trying to keep the shipmates in balance by collecting and circulating secrets. In this tale, we recast figures in the contemporary refugee crisis against the mythos of the quintessential traveler, Odysseus, for the refugee likewise travels cursed, unable to return home. It is a tale of the eternal return to proxy wars and the challenge of achieving some semblance of world peace. The story of the refugee is a harrowing reality reimagined here in terms of sirens and cyclops, not to make the horrors of war fanciful but to render the tale of the contemporary global conflict in timeless, epic terms. What does it take to survive this existential journey with humanity intact? How can one negotiate the turbulent waters and the whims of unseen gods and foreign powers in the human tragedy of a proxy war? The Salt Immortal Sea will be set up as an installation that invites a primary interactor to make choices while a larger group can watch the story’s progression play out.
The primary interface will be an iPad. LED lights spread in the room will represent the characters aboard the ship, lighting up when the player interacts with them. The reading experience can take 5-30 minutes, depending on the depth of exploration. Platform: Ink + Unity Displays on IPad, (also PC or Mac).
Anastasia Salter, Ben Spalding, John Murray, Scott Holman, Wayne Torres-Rivera, Kelsey Erin
Fairy Sight was designed by a team led by myself to demonstrate the Seebright Ripple. In it, you meet and befriend a fairy (Meadow) who asks you for help with various tasks around the fairy colony that was established in your home. The game incorporates simple gaze-based interfaces and smoothly switches between marker-based augmented reality and virtual reality-esque content. The game represents a proposal for a type of persistent augmented reality content that is anchored in the real world and which depends on physical materials and locations.
CHEKOFV (Crowd-sourced Help with Emergent Knowledge for Optimized Formal Verification) was a multi-institutional collaboration between UCSC, SRI and the French Alternative Energies and Atomic Energy Commission (CEA) that was funded by DARPA on which I contributed to and which Heather Logas was lead game designer. We developed a series of iPad games that allows people to help verify important pieces of software, starting with BIND, the most widely used DNS software on the internet. The game uses puzzle mechanics and some rather innovative gameplay in the tradition of FoldIt and DragonBox. The game was launched along with other competing game teams on Verigames and resulted in several publications.
Computer Graphics Game Course Website
As TA for James Davis class in computer graphics, I designed a Drupal-based course game website which managed student grades and provided various incentives to improve student study behavior. The course was largely a success, resulting in improved course reviews despite increased enrollment over previous runs of the course. Features included a dynamic quiz creation system for students to create study aids and a queue-based grading workflow for reader-tutors to grade student works.
Our project is to integrate Johnny Lee’s research on using the Wiimote’s IR camera to track the head position with a large 40-monitor Optiputer. We will be addressing the variety of problems that occur in scale and system, including using multiple Wiimotes to expand the field of view, using fingertip IR LEDs to track movement to allow rotation, scaling and panning around a 3D image, and of course, creating a compelling demo to showcase the system.