Experience Design

Work from a course that gave students “knowledge and experience within the realm of designing interactive user based experiences” utilizing different themed environments, prompts, and technologies.

Tomb Fast Tomb Furious

Objective: Develop a puzzle-based experience for one/two guests in the Egyptian-themed “Tomb” space using a non-player character as a facilitator

Roles and Responsibilities: Programming - use Unity and C++ scripting to use multiple sensor kits (Phidgets) to obtain guest inputs for puzzles and display 2D, audio and DMX lighting feedback to move experience along; Puzzle Design - combined research on Egyptian traditions with technical sensor testing to develop final puzzle sequence for experience where guest can choose their own ending

Concept: A mysterious tomb is making some unusual noises, before you know it Egyptian Gods have been released and the fate of the 42 Kingdoms rests in your hands. Will you make the right choice?


Space Cadet

Objective: Develop a multi-screen touchscreen kiosk experience utilizing the kiosk’s steampunk theme

Roles and Responsibilities: Design - made trigger maps, user journeys, and other documentation to bridge the gap between the programming and design teams, act as guide during pre-experience training video; Art - use Illustrator to make all 2D art and UI assets for touchscreen and other screen

Concept: You are a new cadet aboard a spacecraft on a routine mission. You are just about to land at ISS when an asteroid hits your vehicle. With Oxygen getting dangerously low, will you figure out how to rewire the ship’s gyroscope to get the ship and its passengers home safely?


Raiders of the Sunken Keep

Objective: Develop a multi-player experience using a Cave set-up with three projection screens, DMX lighting, and motion floor

Roles and Responsibilities: Design - designed entire “level” of castle lay-out, made trigger maps, user journeys and other documentation to bridge the gap between the programming and design teams; Art - modeled and placed 3D assets for underwater world using Maya and Unity

Concept: You are a new recruit to a band of modern day pirates, being sent to the bottom of the ocean in a submarine to recover treasure from a sunken keep. If everything goes to plan you will be rich beyond your wildest dreams, are you up to the challenge? What could really go wrong?


A Tree In Seasons

Objective: Develop a purely visual story-telling experience using projection-mapping technology

Roles and Responsibilities: Design - develop concept for “autumn” sequence and transitions between other seasons, iterate on concepts after playtesting; Programming - use HeavyM software to create and test “autumn” sequence

Concept: A journey through a tree’s appearance in the four seasons