make fun stuff / make stuff fun.
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Shoal

AUG 2015

Role:
Experience Design, Programming

Shoal is about collaborative care-taking. Every person that plays contributes a fish to the pond, creating a complex, ever-changing collage of each player’s unique contribution. However, the fish must be protected. Starvation is a constant threat and a dangerous creature stalks the pond, waiting to eat any unsuspecting fish that swims too near.

 

IDEA

An abstract fish pond on the floor created by the light.

Shoal is a collaborative ecosystem. A Kinect recognizes player gestures for fish-creation and interaction and real-life elements like rock-shaped pillows are used as obstacles. Everyone that sits down at the installation adds their own fish shaped from their biofeedback. As more and more player creations join the pond, it evolves into a colorful microcosm of each person’s unique energy.

 
 

MY ROLE

  • Worked as the programmer for the procedure generated enemy. (Unity development, C#)
  • Worked on the physical environment design.
  • Worked with the technical artist for creating the color palette of the fish.
 
 

OUTCOME

Credits
Tobias Wehrum: Programming (Fish Behavior), Experience Design
Titouan Millet:    Programming, (Technical Art), Experience Design
Owen Bell:    Programming (AI), Experience Design
Kailin Zhu:    Programming (AI), Experience Design
Tony Higuchi:    Programming (Kinect), Experience Design

Platform
Installation

Technology
Kinect + Unity3D

Honor
IndieCade East 2016 Night Game Select

Exhibitions
Critical Hit 2015 Final Showcase, Montreal
IndieCade East 2016, NYC

 

This project was made possible through the Technoculture, Art and Games Research Center's Critical Hit: Games Collaboratory and the support of Concordia University and Dawson College and financial contribution of the Ministère de l'Enseignement supérieur, de la Recherche, de la Science et de la Technologie.