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Collaborative Studio I: Image + Time

Students work together in groups to create intellectually engaging and technically innovative works of Immersive Media Design. In working collaboratively, student teams will use team and assest management processes and tools that reflects contemporary practices in the fields of art, design, software, and the creative industries.

Effervescence

This group project was a motion-capture based game built in Unity. The player had to select the proper ingredients within the allotted time, to mix a number of potions. Each level increased in difficulty by altering the number of potions, ingredients, and the time limit. The game was presented using a projector, with an Azure Kinect camera to capture the players' movements.​

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I was the creative lead for this project, and made all of the assets used in the scene. The 3D elements (ingredients, cauldrons, shelves, scrolls) were created using Blender and free textures from Poliigon, while the 2D graphics (wand/cursor and landing pages) were made using Procreate. Additionally, I designed the gameplay and rules to make it a fun and challenging game, which interactants wanted to play multiple times.

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Programming and work in Unity was done by Mitchell (Mickey) Santomartino

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Collaborative Studio II: Experiential Computing

Students work together to create experiential works of immersive media. This course moves beyond the technical applications of software and emphasizes innovative thinking, social engagement, and problem-solving. Teams will draw upon their unique skills to create a work that participants can inhabit in a way that can only be achieved using new and emerging technologies. 

The Tale of Durlof

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This group was designed as an educational tool to educate kids on the effects of industrialization on climate change, and to inspire hope that it is reversible. As interactants turn the attached dial, the scene in our project changed from a bright and happy environment to a polluted version with dreary colors and sad music. However, when the dial is turned in reverse, the audience is able to see that steps can be taken to restore the environment. We took inspiration from paper theaters and children's' shows such as "Blue's Clues" to create an engaging and playful experience .

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I was the design lead for this project, and made all of the assets used in the scenes. The graphics were made using Procreate, and I then added textures in Unity. By back projecting the scenes onto a piece of paper, the texture was then emphasized. I spearheaded the construction of the cardboard house, which our team built around a table for added stability. Additionally, I modeled the knob out of clay, and painted it for some added magic.

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Programming (Unity), sound design, and some fabrication was done by Mitchell (Mickey) Santomartino and  Jessica Nefflen

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