Homo Shapens

Homo Shapens

Homo Shapens is an educational game, done alongside five other partners (check them at the bottom), for a subject called Design for Educational Games. You can ckeck out its itch.io page here.

This project had the aim of introducing in a transparent way the users to Computational Thinking (understood in a broad way), and we set our goals higher trying to input the least quantity of text possible, inspired in games like The Witness & others.

The game consists in 4 kind of puzzles that the player has to learn about and resolve, with infinite tries. For the sake of fun, I will let you discover them.

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I made Homo Shapens alongside:

  • Néstor Luís Zapata Díez
  • Aurelio Puerta Martín
  • Carlos Costa Mengíbar
  • Dieco Maciá Torregrosa
  • Kiko Alfaro Moscardo

 

Ball3

Ball3

Ball3 is a Virtual Reality competitive action game where you have to hurl balls to your opponents in order to be the first to score 10 points. It works with Photon , so both players could be playing in directly opposite parts of the world!

It was developed in June 2017, as I profited from the tools of my investigation internship on INIT, at Jaume I University, Spain. I used Unity3D, Photon Unity Networking and VR tools in order to set the game up.

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Lemon Blade

Lemon Blade

After delivering Game Engines’ project (a Videogames’ Design & Development subject), I can openly talk about a game I have been developing for 3 months alongside two partners:

LemonBladeTitle

Lemon Blade is a 1st Person Shooter where you take the place of San, a dire lemon cast away to the Spirit Realm by his clan, the Makedonia, that does not recognise him as a fruit. Each night, San has to fight against the furious souls of his ancestors, but after so much time there, he has learnt to use the power of the spirits for his survival.

LemonBladePic1

The purpose of the game is to survive as much time as possible, fighting against powerful enemies like the swift spearits or the skilled straw-murai, while you jump from one surface to another, changing the perspective and the gravity of the whole map for you and your enemies.

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While you play, you will see your rank and where the next one is placed on the timeline, so you can focus on surpass your friends and yourself, mastering San’s skills.

You can check it the alpha version right now on itch.io in the link below.


Itch.io page: https://jmpizana.itch.io/lemon-blade

My two partners were:

 

Scene generation methods for Virtual Reality

Scene generation methods for Virtual Reality

This project was done on an internship on INIT, at Jaume I University, in Spain, and has been featured on 2017’s CEIG (Spanish Computer Graphics’ Congress). You can check the small article & its associated poster here.

I generated scenes in different lighting conditions, and applied various lighting methods (both on Unity and on 3ds Max), comparing their performances. The aim is to be useful to people skilled on classical modelling suites, but not on real-time rendering engines neither on Virtual reality applications, that need to choose a lighting method.

These are some of the visual results:

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Arduino Games

Arduino Games

From September to December 2017 I developed, alongside other schoolmates, two small, proof-of-concept Unity games that used Arduino-driven devices, such as ultrasound emitter-detector pairs.  These were done for a subject called Advanced Interaction Techniques, that also included an introduction to Machine Learning.

I will sum up both in a few lines:

Nave Especial

This was a low-poly action game, where you had to survive as much time as possible without losing all your ship’s health. The ship tilted using the ultrasound emitter-receptor pairs placed at each side, and you could aim to the enemy ships using the center ones.

This was a blast to do, as we learned the basics of Arduino communication with Unity.

Duck Punk

This game was also very fun to develop, as we experimented more with unconventional control methods. For this project we used an accelerometer and gyroscope device for the controls, embedding them on a shotgun shaped case.

The game consisted, as the previous one, on surviving, but this one made a focus on different stances and gameplay rythm. You had to tilt the shotgun, as well as shoot it thrusting it forward holding firmly the handle.

FOCUS

FOCUS

On 4th semester of my Grade, for a Mobile Device Applications subject at my University, I developed this game on Android Studio.

Interested about using the accelerometer of the device, I coded a simple game about keeping the balance of a ball within the screen of the phone. Over time, more and more different dangers appeared: wind, holes, lasers, homing arrows… For a twist, i gave some of those dangers an action when they where pressed: the holes dissapeared, the arrows changed direction, etc.

Also, I programmed three different power-ups: shield, time slow and time stop, that appeared randomly on the screen and had to be gathered reaching them with the ball.

As the subject was all about software, I did not pay much attention to graphics, but I have been expanding it with a design partner, thinking about publishing it in the future.