Creative Director. Concept Artist. designer. Writer.
Holographic game concept conceived on behalf of light field lab.
Holographic game concept conceived on behalf of light field lab.
A modern take on Nintendo's original "Duck Hunt".
Physical point-and-shoot game with contemporary twists.
Physical point-and-shoot game with contemporary twists.
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POINT AND SHOOT
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Physical game room
austere. Minimalist.
austere. Minimalist.
The physical room, requiring minimal fabrication
would be thematically aligned. Modern and covert.
would be thematically aligned. Modern and covert.
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game concept overview
Key gameplay elements.
Key gameplay elements.
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character selection
Choose your opponent
First, our audience will pick an adversary to play against.
Each opponent will have distinct advantages and disadvantages.
Choose your opponent
First, our audience will pick an adversary to play against.
Each opponent will have distinct advantages and disadvantages.
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character selection
User interface
User interface
Characters will be showcased from the waist up initially and upon selection
show a full body view in turntable and/or perform signature actions.
show a full body view in turntable and/or perform signature actions.
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character selection
holographic carousel ui design
holographic carousel ui design
Players will interact with a simple holographic UI,
pushing “character cylinders” that spin on a digital carousel...a 'Lazy Susan' mechanic.
pushing “character cylinders” that spin on a digital carousel...a 'Lazy Susan' mechanic.
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environment creation
do it yourself
do it yourself
1. Players will be requested to position 3 to 4 GAME PIECES atop a platform.
2. As they place these pieces on the board, the HOLOGRAPHIC GAME ENVIRONMENT
will procedurally generate in real time on the display
2. As they place these pieces on the board, the HOLOGRAPHIC GAME ENVIRONMENT
will procedurally generate in real time on the display
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environment creation
physical game piece design
The game pieces will be crafted of metal, stone and glass and, in some cases, self illuminated.
Each piece will represent a basic geometric form and possess a weight and quality that invites the player into the tactile experience.
physical game piece design
The game pieces will be crafted of metal, stone and glass and, in some cases, self illuminated.
Each piece will represent a basic geometric form and possess a weight and quality that invites the player into the tactile experience.
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environment creation
influenced proceduralism
influenced proceduralism
The shape and position of each piece will
be the primary influence on the real-time, procedurally generated environment.
be the primary influence on the real-time, procedurally generated environment.
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Gameplay
Arming our Player
Arming our Player
A player will choose from 2 - 3 futuristic firearms in the room.
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Environment Creation
Holographic volume planning
An example of initial planning to make gameplay as performant as possible
while creating seamless integration of various visual optimizations.
Holographic volume planning
An example of initial planning to make gameplay as performant as possible
while creating seamless integration of various visual optimizations.
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gameplay navigation
A Not-so-Traditional Side scroller
A Not-so-Traditional Side scroller
Infusing known game mechanics into a relatively unfamiliar medium
to establish mental shortcuts for the player.
to establish mental shortcuts for the player.
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Gray box
simplified prototype
Example of an initial 'gray box' I created to allow us to
test gameplay mechanics and basic holographic possibilities.
simplified prototype
Example of an initial 'gray box' I created to allow us to
test gameplay mechanics and basic holographic possibilities.
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prototype
holographic depth fidelity visualization
holographic depth fidelity visualization
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CREDITS
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LIGHT FIELD LAB | "Sanctuary"
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EXECUTIVE CREATIVE Director : JEFF BARNES
CREATIVE DIRECTOR : RYAN MCDOUGAL
artist (all elements) : ryan mcdougal
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contribution :: (ALL ELEMENTS) CONCEPT, game design, WRITING, COMPOSITING, CG ASSET CREATION, prototyping
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EXECUTIVE CREATIVE Director : JEFF BARNES
CREATIVE DIRECTOR : RYAN MCDOUGAL
artist (all elements) : ryan mcdougal
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contribution :: (ALL ELEMENTS) CONCEPT, game design, WRITING, COMPOSITING, CG ASSET CREATION, prototyping
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