Final Project Art Contest Selection
Harvey Wang, Sophie Li, Richard Cheng, Andy Wang
Glider is an infinite runner (gliding) game! The goal is to stay adrift in the air for as long as possible, gaining elevation by hitting air drafts while avoiding obstacles that will cause you to lose elevation. The goal is to make it as far as possible before landing onto the ground.
Glider is an infinite runner (gliding) game! The goal is to stay adrift in the air for as long as possible, gaining elevation by hitting air drafts while avoiding obstacles that will cause you to lose elevation. The goal is to make it as far as possible before landing onto the ground.
Stephanie Yen, Arnav Kumar, Kirsten Pardo
Princetémon is a Princeton-themed top-down role-playing video game (RPG). Inspired by the plot-driven and interactive nature of Pokémon, Princetémon consists of several scenes and mini-games that are navigated by an individual player, who is a student at Princeton University. In order to enter Frist Campus Center, which has been locked by Christopher Nolan’s filming crew, the student must complete mini-games to collect props necessary for entrance from various locations on campus, such as Poe Field (where they have to dodge construction debris) and The Street (where they have to learn a dance choreography). Currently, we plan to include 2 mini-games (each associated with a unique location) in our MVP, with stretch goals of ultimately having 3-4 mini-games and/or a final “boss level” at Frist Campus Center itself. Princetémon is characterized by a retro pixelated style. The characters and scenes will be created using Piskel, which allows for custom 16px by 16px tiling. The game mechanics will be built using Three.js and/or HTML5, which will allow for handling user input such as controlling the character’s movement with the arrow buttons (which will be useful for both navigating between different scenes and for completing the mini-games).
Princetémon is a Princeton-themed top-down role-playing video game (RPG). Inspired by the plot-driven and interactive nature of Pokémon, Princetémon consists of several scenes and mini-games that are navigated by an individual player, who is a student at Princeton University. In order to enter Frist Campus Center, which has been locked by Christopher Nolan’s filming crew, the student must complete mini-games to collect props necessary for entrance from various locations on campus, such as Poe Field (where they have to dodge construction debris) and The Street (where they have to learn a dance choreography). Currently, we plan to include 2 mini-games (each associated with a unique location) in our MVP, with stretch goals of ultimately having 3-4 mini-games and/or a final “boss level” at Frist Campus Center itself. Princetémon is characterized by a retro pixelated style. The characters and scenes will be created using Piskel, which allows for custom 16px by 16px tiling. The game mechanics will be built using Three.js and/or HTML5, which will allow for handling user input such as controlling the character’s movement with the arrow buttons (which will be useful for both navigating between different scenes and for completing the mini-games).
Victor Chu, Arti Schmidt
We plan to create a first person melee combat game with a Star Wars theme. Players wield a lightsaber and are able to move around and turn in the environment via keyboard and mouse controls. Players can swing the lightsaber to attack enemies. The complexity of enemies will depend on the amount of time available to work on the project. At a minimum, a floating training droid equipped with blasters that fires at the player will be implemented, and the player can return the laser fire by hitting the bolts with their lightsaber. If timed correctly, the bolt may hit the droid and destroy it. Players can also evade bolts by moving around the environment. Players could be scored by the amount of time it takes to defeat one or more of these droids.
We plan to create a first person melee combat game with a Star Wars theme. Players wield a lightsaber and are able to move around and turn in the environment via keyboard and mouse controls. Players can swing the lightsaber to attack enemies. The complexity of enemies will depend on the amount of time available to work on the project. At a minimum, a floating training droid equipped with blasters that fires at the player will be implemented, and the player can return the laser fire by hitting the bolts with their lightsaber. If timed correctly, the bolt may hit the droid and destroy it. Players can also evade bolts by moving around the environment. Players could be scored by the amount of time it takes to defeat one or more of these droids.
Pierce Maloney, Mitchell Cooper
This project is a Javascript web application that simulates an airship exploring infinitely generated terrain.
This project is a Javascript web application that simulates an airship exploring infinitely generated terrain.
David Borts, Anna Lucas
The Modular Video Synthesizer is a virtual instrument for interactive video synthesis, drawing its aesthetic and design philosophy from the Eurorack format for audio synthesis. The instrument consists of 12 panels, made up of 5 different panel types, that users can control and wire together to generate rich and dynamic video in real time. Just like their physical counterparts, no two modules are linked together by default; the path that data takes from input to output is entirely set by the u ser.
The Modular Video Synthesizer is a virtual instrument for interactive video synthesis, drawing its aesthetic and design philosophy from the Eurorack format for audio synthesis. The instrument consists of 12 panels, made up of 5 different panel types, that users can control and wire together to generate rich and dynamic video in real time. Just like their physical counterparts, no two modules are linked together by default; the path that data takes from input to output is entirely set by the u ser.
Sunny Yoo, Ryan Xia
You are a rabbit, jumping from tile to tile across a terrain seeking to rescue your baby rabbits before heading back to your burrow. There’s a catch – It is not so straightforward: there are hunters shooting bow and arrows at you as well as bear traps that you must avoid. Ryan and I will be writing in css/javascript for most of our implementation, and using pre-existing open source FBX files for the 3D objects that we will animate and render using THREEJS packages. For starters, we hope to implement the basics of the core gameplay including amongst others the rabbit’s movement and procedurally generated terrain. If all goes well, we hope to further expand with berry potions that give HP and animations for both bow and arrows and baby rabbits that follow behind you as you collect them.
You are a rabbit, jumping from tile to tile across a terrain seeking to rescue your baby rabbits before heading back to your burrow. There’s a catch – It is not so straightforward: there are hunters shooting bow and arrows at you as well as bear traps that you must avoid. Ryan and I will be writing in css/javascript for most of our implementation, and using pre-existing open source FBX files for the 3D objects that we will animate and render using THREEJS packages. For starters, we hope to implement the basics of the core gameplay including amongst others the rabbit’s movement and procedurally generated terrain. If all goes well, we hope to further expand with berry potions that give HP and animations for both bow and arrows and baby rabbits that follow behind you as you collect them.
Dawn Luong
For my project, I’m hoping to be able to take in audio input as an mp3/mp4/etc. file and process features of the audio as parameters for an audio visualizer. Most audio visualizers that I’ve seen tend to only show what is happening in a song at the current moment but I’m hoping to have an audio visualizer that creates sort of an art piece that represents the song as a whole. My vision is to have a sort of blank canvas as the initial starting point of the song and as the song progresses, a drawing representing the song is created. This drawing would be made by some sort of trail that changes depending on parameters of the song.
For my project, I’m hoping to be able to take in audio input as an mp3/mp4/etc. file and process features of the audio as parameters for an audio visualizer. Most audio visualizers that I’ve seen tend to only show what is happening in a song at the current moment but I’m hoping to have an audio visualizer that creates sort of an art piece that represents the song as a whole. My vision is to have a sort of blank canvas as the initial starting point of the song and as the song progresses, a drawing representing the song is created. This drawing would be made by some sort of trail that changes depending on parameters of the song.
Daniel MacLeod
A third person shooter using where the player survives as long as possible against continuously spawning enemies. The graphics are wire frame and inspired by the sort of sci fi ascetic seen in Tron.
A third person shooter using where the player survives as long as possible against continuously spawning enemies. The graphics are wire frame and inspired by the sort of sci fi ascetic seen in Tron.