Shoal
Aug 2015
Made for Critical Hit
Role: Programming (Fish Behaviour), Game Design
C#, Unity3D, Game Design
In Shoal, an abstract fish pond is projected on the floor. A Kinect recognizes player gestures for fish-creation and interaction and real-life elements like rock-shaped pillows are used as obstacles.
I created a steering/flocking system in Unity3D to allow interesting behaviour and navigation in a player-influenced and changing environment with various obstacles and other fishes. I then combined and fine-tuned components to create fish behaviour based on various needs like hunger and playfulness. The whole group participated in the game design process.
Team/Credits:
- Tobias Wehrum: Programming (Fish Behaviour), Game Design
- Titouan Millet: Programming, Generative Art, Game Design
- Owen Bell: Programming, Game Design
- Kailin Zhu: Programming, Art, Game Design
- Tony Higuchi: Programming (Kinect), Game Design