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The Web-Sector of Nathan Baran //

Gameplay Video

Gameplay & Performance Video

Teammates: John Baxa, Christian Bruggeman, Phillip Chung, Danielle Corporon, Erica Hampson, Mike Hsu, Tia Li

Roles: Game & Mechanics Designer, Narrative Designer, Producer

This game was made by a team of eight in three weeks. It is a three-player experience, in which one player controls the Navigator, who uses the EyeFollower platform (which allows a player to manipulate an on-screen reticle using only the motion of his or her eyes) to plot a course for the airship and to target weak points on the sky beast's carapace; in which a second player controls a Harpooner, who uses a PlayStation Move motion controller to lock on to the Navigator's target and launch a harpoon at the highlighter weak point; and in which a third player controls a Wincher, who uses a separate PlayStation Move motion controller like a crank to break off targeted, harpooned sections of the carapace: gameplay commences in that order. Five of our team members performed in tandem with the on-screen gameplay events when we exhibited this game. 

It was one of fourteen (out of eighty-odd) performed and displayed during Carnegie Mellon University's Entertainment Technology Center end-of-semester Building Virtual Worlds Show.

Design Process Materials

Design Document

As we had just three weeks to develop this game, I created a simple and concise design document prior to our first team meeting. Although our game shifted radically in execution from a four-person asynchronous co-op experience to a performance piece meant to be observed rather than played, the elemental story and technology components remained remarkably intact in the final build.

Story Concepts

Again, due to time constraints, we were forced to make a series of incredibly significant decisions within the first few days of this project's onset, and one of them was the story we wanted to tell and the tone that story would have. To facilitate this process, I compiled a "menu" of story concepts that I presented to the team in a brief meeting. Their role was simply to say, "That one."

Master Hierarchy of Actions

By far the most significant piece of design documentation I created during the project was this ordered list of in-game actions. This is the full game in spreadsheet form, from intro credits to closing credits, and guided the team throughout production.
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