Palmistry Ball

Palmistry Ball is a maze palm reader that lives in your hand through projection mapping. In every level you will need to roll the ball into the white finger. Only one finger will be white every turn, while the others will control your four main hand lines: “heart”, “head”, “life”, and “fate”. These lines will act as walls in your quest to take the ball to the white finger. Succeed in taking it and proceed to the next level of your Palmistry reading. You need to be careful with your hand movements. If the ball falls off your hand, you will have to re start that level.

palmistryball

After the show I also did a second way of visualizing the game by removing the hand and just showing the white finger, the ball and the lines. After play-testing both types of visualization i learned that both are very interesting to play with and create a different experience.

clear_hand1

I got inspired to do this project by Golan. He initially pitched me the idea of doing a game on the hand. After seen how cool projection mapping in the hand looked, I designed 3 different games and chose the best suitable for the project.  I learned a lot about mapping. I have always wanted to do something with projection mapping but never had the chance. This project was perfect to get my hands into mapping and I realize how fun and the amount of possibilities it has in entertainment.

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Hand Projection Mapping

After finishing my initial capstone prototype I wasn’t to happy with it because even though it worked very nice, it was to boring for my taste. So i decided to spin it off into something crazier.

A game that will live in your hand through projection mapping.

 

good_calibration_1

 

Calibrating the hand has two main stages. Aggregating the right amount of points and then shifting the camera. To aggregate the points needed to successfully map your hand with the projector we need to save the 3D point of the leap motions index finger and the 2D point of where the mouse thinks that index finger is. In the image bellow you can see the calibration process.

calibration_process

This image shows what happens when you don’t aggregate the points correctly. The image will be offset from your hand.

bad_calibration

 

In contrast, this images show how it looks in OF when  you have successfully calibrated the hand projections.

good_calibration_2 good_calibration_3

Marioneta

Last semester I was the technical lead for a project called Marioneta! This project was made with one experience designer, one sound designer, one artist and two programmers (me being one of them).

Marioneta was a project for the Pittsburgh Children’s Museum to create a puppet gesture recognition and mirroring effect with the use of Microsoft Kinect v2. The projects main focus is to create an endless experience in which everything in the world will react to the users actions as they become and impersonate a puppet.

This installation is currently installed in the museum, you can go check it out!

 

The Last Egg

A 3 vs 3, competitive, team based playground game played with PSMoves. Members of 2 teams run around protecting the teammate holding virtual the egg while the other team tries to get it.
The game was a “Jury Selection” in IndieCade’14 and was showcased in Big Game Arena.

The new DJ experience with LEAP MOTION

After one week of playing with leap motion at the Entertainment Technology Center (Carnegie Mellon University) a team of 2 artist 1 sound designer and two programmers (including myself as a programmer); were able to create a new and easy way to experience the thrive of being a DJ in a Unity3D app.

Working with LEAP MOTION we realized its limitations but we were able to work around them to create an engaging and fun experience for naïve and experienced guest. It was a lot of fun working in this project, even though it was only one week I think we were able to do something very cool and unique.

All the art assets are controlled with a sound analyzer (to be accurate we used the Fast Fourier Transform algorithm). This made that each time the user altered the music, all the art assets would react to it as well; giving the user a sensation of power in the world. The lights also played a big part on the experience. They also reacted to the DJ actions; changing the mood of the world as the user experimented with the controlled and DJ its way!