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Playstudios Project Polly

Lead Designer and Developer

Presented March 2021 by Parallux and Playstudios

This location based, 200+ user, AR game, Kraken Kove, was developed for iOS smartphones and tablets. It was part of Project Polly, a proof of AR's potential for Playstudios. Their virtual slots games reward players with physical prizes, which we incorporated into our game as real-life rewards drop from defeated ships.

 

It was designed as 1 of 5 minigames to be played at an internal Playstudios conference. To the right, the 2nd video is the prototype of the 2nd minigame.

 

I designed, developed, and led teams for:​

  • UI/UX

  • NPCs

  • Combat

  • Encounters

  • Quests

  • AR Unity MARS Integration

  • Asset Integration

  • Digital Economy

  • Levels & Environments

  • Project Management

  • FX

Mary and The Monster

Associate Technical Director/Creative Technologist

Demoed at Siggraph 2019 and Premiered Internationally at the Tribeca Virtual Arcade @ Cannes XR 2020 by Parallux

Directed by Sebastian Herscher and Kris Layng, Executive Produced by Ken Perlin

This multi-user, AR/VR, theatrical experience brings to life the origin story of Frankenstein through the eyes of a young Mary Shelley.

VR users can see each other as avatars and are immersed in the full scale set around them, while AR users view VR users and the entire show at 1/5th scale on a tabletop, simultaneously.

MATM was produced in partnership with the NYU Future Reality Lab, with support from Magic Leap.

See more info here: https://parallux.co/mary

Later, we made a standalone VR game based on MATM called Creature Creator. It featured hand tracking and experimental haptics from Emerge. 

I designed and developed:

  • UI/UX

  • Mechanics

  • Levels & Environments

  • Ports to Mobile AR, Quest, & Magic Leap

  • FX

  • Lighting

  • Sequencing Animation, FX, and Cameras

  • Motion Capture Data Cleanup

  • Project Management

Parallux

Lead Designer and Developer

Ongoing Development & in Alpha by Parallux

This MMO metaverse for Mac and PC, with roadmaps for future AR, VR, and Web deployments, makes it easy to design and host 3D virtual spaces.

I prototyped and polished its features, including a user generated content toolset and a communications suite including spatial audio, video, text, and emotes.

See more info here: https://parallux.co

 

I designed, developed, and led teams for:

  • UI/UX

  • Mechanics

  • Levels & Environments

  • Avatars

  • Asset Integration

  • Technical Art Pipelines

  • Project Management

  • Partner Relations

  • Photography & Videography

Below are deep dives into the design and development of the UGC Worldbuilder Toolset and Avatars:

WorldbuilderSofa.gif

Design Problem:

It takes too long to customize spaces for clients, constraining the number of clients we can support simultaneously.

Speed and accessibility were the core attributes creative director Kris Layng wanted. Connor Defanti and I co-designed/developed the UI/UX.