3D Modelling & Scene

Team Members: Myself, Megan Smith, Muriel Hagge, Ryan Spencer

AT-ST Model

For this project, we needed to make a cohesive scene within Unity with models we needed to make and import into Unity. For my team, we made objects and a scene based on the Battle of Endor scene from the 6th Star Wars movie. The above image is a picture of one of the things I made, which was an AT-ST. For this model, I needed to use multiple shapes to make to create it due to the original inspiration having multiple, robotic parts.

Lightsaber Model

The model above is a lightsaber, based specifically on the one Luke Skywalker used. The reference for this model was his lightsaber. Unlike the AT-ST, this was made using a single cylinder model. I needed to manually create edges as I worked in order to shape it properly, as well as having to constantly use the extrusion tool.

Unity Scene

The image above shows the final product, with my models and models made by other members in the scene as well. All models were made in Maya and imported into Unity, where a person can control a first person camera and walk around the bunker and forest terrain.;

Monogame Project - PATYYC

Team Members: Myself, Julia Wessen, Ryan Spencer, Rochelle Cohn, Nathan Sun

Main Menu Screenshot from Game (Alive) Screenshot from Game (Dead)

(1/3) This silly-titled game was made by a team which I was a member of using Visual Studio and Monogame (all C#). My main contribution was the main menu and game state implementing, an example of which is shown above.

Main Menu

This silly-titled game was made by a team which I was a member of using Visual Studio and Monogame (all C#). My main contribution was the main menu and game state implementing, an example of which is shown above.

Screenshot from Game (Alive)

In this game, you play as a guy named Paul, with his goal being to collect his scattered memories around the stages to progress to the next stage. In order to do this, Paul will purposedly take damage to go between an afterlife and the living world. When the player was dead, they could float and pass through certain blocks that were solid in the living world, and vice versa for when the player was alive.

Screenshot from Game (Dead)

While the game was short when we made it, we made a companion program that allowed us and other people to create and automatically add them to the game. This was useful for both adding levels to test out mechanics and to give a level editing thing that a lot of online games similar to ours have used (also made with C#).

JavaScript Game - Cat Clicker

Play the game here!

Cat Clicker Start Screen

"Cat Clicker" is a clicker-styled web game coded mainly in JavaScript, utilizing the canvas for most of the drawing and mouse events. The premise is very simple, with points being added per click on the cat image, allowing the player to purhcase upgrades that automatically click and increase points.

The Game in Action

The game is inspired by the many internet and web clicker games that exist, which are also sometimes referred to as "idle games." The game includes a check box that turns on or off the AFK mode, which decides whether the game will or will not continue running outside the window or not. The game doesn't have a strong end goal besides incentive for the player to get as big a number as possible.

Game with many items purchased

As the game goes on, more things can be unlocked and even a special mode can be added to add some extra flair to the game. There are various cat images to use as well, allowing the player to pick their favorite.

API Project - Google Maps + Giphy

Check it out here!

Google Maps API

"The GIFt of Google Maps" is a project made using the APIs of Google Maps and Giphy. The searchbox functions as both a way to find a location and bring up a list of gifs related to the search term. Images shown can be between 25 and 100 in intervals of 25, and won't load new gifs if the location doesn't exist on Google Maps.

Giphy API

Unity Project

Flock Chasing Leader

For a project to create a Unity demo utilizing seeking and fleeing forces for simple AI code, I created this. It's fairly simple; a group of Pikachu models are chasing a butterfly. The butterfly doesn't move freely but on a set path around the terrain, while the Pikachu move in a flock and are not on a set path. They move together and keep a set distance apart so they don't all convene to the same spot.

Screenshot of Code

This snippet of code (which was made using C#) is for the seekers, and most of this method calls upon other methods that provide the necessary forces that create the overall forces of the seekers. Alignment, Cohesion, and Separation are so the flock reacts properly, while Leader Following and Seek give them the forces to chase the butterfly.