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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

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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

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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

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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.

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Design Problems:

Some clients require human avatars for their activations, which we don't have.

The onboarding UI/UX is too slow.

The main directions from creative director Kris Layng were to avoid the uncanny valley and any friction in onboarding.

Throughout 2021, I prototyped UI/UX for Parallux solo. Then, Theresa Merchant joined the team and we co-designed the UI/UX in Illustrator and Figma, while I implemented it all in Unity.

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FutureTechLive! World Builders Hub at Comic-Con

Co-Technical Director

Released July 2020 by Parallux and FutureTechLive!

A virtual event for VR, Mac, and PC, with curated content from 16 partners. See more info here:

https://parallux.co/comic-con

https://www.futuretechlive.com/

As Co-Technical Director with Sebastian Herscher, I led design and development of:​

  • UI/UX

  • NPCs

  • Quests

  • Narrative

  • Levels & Environments

  • Partner Relations

  • Project Management

  • Asset Integration

  • FX

  • Lighting

  • 3D Modeling

In a month from concept to release, our team of 2 developers, 1 creative director, and 1 producer created a virtual activation for users to explore content from 16 different partners.

The Hub was full of XR art, cutting edge volumetric content, and portals that took players back and forth between partners' standalone experiences and the Hub. It was a dream come true to work on Comic-Con and an absolute pleasure putting it together with all the partners and people involved!

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Mentally In Action

Sole Creator

Published May 16th 2020 ft. sound by Landon Rudd and advised by Winnie Song and Mitu Khandaker

Available on Itch:

https://gamecenter.nyu.edu/projects/mentally-in-action-2/

In Mentally In Action, exploration progresses the story, especially when the player experiences recurring PTSD flashbacks.

The mechanics, plot, and graphics of my senior capstone are based on hours of personally conducted interviews and medical research. The narrative reveals the depths of horror and trauma that armed conflict creates, and sheds a light on the past and present treatment of a surviving veteran.

I designed and developed the:

  • Mechanics

  • Narrative

  • Levels & Environments

  • FX

  • UI/UX

  • Audio

When designing the movement and interaction mechanics, I tried to mimic real world actions as closely as possible to remain accessible to a player with any level of VR experience. M.I.A. is a seated experience where players operate a wheelchair to move and interact by using the grip buttons on VR controllers.

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Real Al's Humanity Academy

Co-creator
Released April 1st 2019 with Brett Moody and Matthew Ricci

Available on Steam:

https://store.steampowered.com/app/1025710/Real_Als_Humanity_Academy/

Real Al’s Humanity Academy combines wacky minigame action and the world’s most human robot host to give you a VR party game unlike any other.

I designed and developed:

  • Mechanics

  • Easter Eggs

  • Levels

  • Lighting

  • FX

  • UI/UX

  • Audio

  • Animation Integration

In Real Al, you learn everything you need to know about the human condition through a series of ten second minigames: you’ll rob houses, bounce eggs, meet puppets, and exorcise demons - just like a normal human! You can attempt to graduate from the Academy by entering the “Human Training Mode” or face off against your friends for a place on the “Human Leaderboard” in the unlockable “Endless Mode.” There’s never been a better time to learn how to be human. Enroll today!

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Crater Creator for the AMNH

Lead Developer and Co-Creator

Premiered May 2019 with Carol Chen, Ellie Lin, Michael Dellapi, and Chenyu Sun

Crater Creator is a multiplayer game, designed for the American Museum of Natural History, to educate people about moon craters.

Players use their phones to launch personalized asteroids towards a shared moon. After impact, players learn about the kind of crater their asteroid created.

All of the scientific info presented was based on research conducted or verified by Dr. Steven Jaret.

 

I designed and developed:

  • Mechanics

  • Physics and Collisions

  • UI/UX

  • Networking

  • 3D Models

 

Crater Creator was selected to run at 4 events in 2019:

  • AMNH Spacefest

  • AMNH Scientific Staff Outreach Event

  • AMNH & NYU Joint Showcase

  • NYU Game Center Winter Showcase

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BFDA Tektiles Products

Lead Engineer and Developer

Presented August 2018 with Pratt BFDA

As part of the Pratt Brooklyn Fashion + Design Accelerator's Tektiles Program, I co-created an AR jacket and a Performance Art Visualization insole. These textile products focused on integrated electronics and sustainability.

I designed and developed:​

  • Mechanics

  • FX

  • UI/UX

  • Procedural Environments

  • Arduino Hardware & Software

  • Networking

  • Data Analysis

To accomplish this, I joined an incredible cohort of fashion designers, industrial designers, and creative technologists. We conducted user research by hosting ideation events with the community. Then from these findings, we conceptualized 100s of product iterations alongside the chosen jacket and insole.​

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VR Vinyl

Sole Creator

Presented in Gabe Barcia-Colombo's 2018 Hypercinema class

Play it!

For my Hypercinema final project, I chose to flesh out music albums through immersing the audience in their cover art.

I designed and developed:​

  • Levels & Environments

  • Mechanics

  • FX

  • UI/UX

  • Animation Integration

  • Audio

In creating these interactive worlds, I hoped to stay true to the tone of the music. This project was inspired by visual albums, such as Lemonade, which supplement music with more context.

The walkthrough video uses the non-VR fallback keyboard and mouse controls, but the experience was designed for VR from the ground up.

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Overconsumption

Co-creator

Presented at MCC mediaWorks_2018 with Lisha Payne

Development Commentary

Two players operate paddles to collect normal heads, and deflect toxic heads towards their fellow player!

I designed and developed:

  • Mechanics

  • UI/UX

  • Projection Mapping

  • Collisions

  • Levels

Heads become toxic and overcome with greed by consuming money or food objects. These greedy heads drain the player’s opacity on contact, but when normal they add to the player’s color, signifying a positive life influence. Toxic heads revert to their original colors after a short time, representing how we can make amends to unhealthy lifestyle choices. However, if enough toxic heads come into contact with the player, the player’s head will disappear, again representing the significant impact of the people we surround ourselves with.

 

After this project was selected for exhibition at MCC’s mediaWorks_2018, we rebuilt the physical component and switched all the obstacles to money to make the theme more cohesive. It received an overwhelmingly positive response from the crowd, and served as a large attraction that stood out due to its interactivity.

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Just Right

Co-creator

Presented in Gabe Barcia-Colombo's 2018 Hypercinema class with Sarah Park

Play It!

In this VR interpretation of Goldilocks and the Three Bears, you are a bear, and you return home to find everything in disarray. You must solve an escape-room style puzzle in order to find the intruder.

 

Sarah and I designed the puzzle together and then I developed the game in Unity in a week. Escape-rooms require creative interaction with everyday objects to solve them, so I wanted to push that to the extreme in VR.

I designed and developed:

  • Mechanics

  • Puzzles

  • Levels

  • UI/UX

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