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.
I made Homo Shapens alongside:
- Néstor Luís Zapata Díez
- Aurelio Puerta Martín
- Carlos Costa Mengíbar
- Dieco Maciá Torregrosa
- Kiko Alfaro Moscardo
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:
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.
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.
Caption of Duck Punk’s In-Game
Shooting some jetpacked hunters
Raise & Reload
On 4th semester of my Grade, for a Mobile Device Applications subject at my University, I developed this game on Android Studio.
Tilting the screen
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.