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C.R.E.W.

C.R.E.W. is a group project arcade game that was based on an idea I had for a simulator style game that depicts what it is like to work in sound and lighting in a concert. Using a trackball to control the spotlight, you are trying to keep the performers lit up while also managing a wonky sound system with sliders. I worked on the game under the following roles: Game Designer, Controller Developer, Composer, and Audio Engineer. I had come up with the different ideas for the controllers and what they would be controlling as well as coming up with core loop mechanics of the game. I had also assembled the controller together in the cabinet on top of coding the scripts and engineering the sliders and buttons to interface with the game. Lastly, I had written and recorded all the music featured in the game as well as recorded and performed the voice of the Boss character in the tutorial. The process for designing the game and developing controllers were a particularly long and difficult one. The audio core loop mechanic of the game was particularly hard to code the script for as there were several real world limitations of the sliders being used that were needed to be taken into consideration. At first there were plans to have 6 sliders but soon it became apparent that that was too much so by the final deliverable we opted for 2 sliders. Similar situation with the trackballs where we started with 2 and ended up with 1 due to technical restraints. The music was a fun and relatively pain free process for me to make. It was new getting to write from the perspective of another musician, even if its a fake one for a game I am helping to make.

Here is the link to our trailer: https://www.youtube.com/watch?v=Ie3u7ndY0As

Final finished controller

Final finished controller

Inside of controller in cabinet that I had installed

Inside of controller in cabinet that I had installed

main code for the audio randomization part of the core loop of our game

main code for the audio randomization part of the core loop of our game

where we started with our cardboard prototype, you can still see the original 6 slider and 2 trackball configuration we had

where we started with our cardboard prototype, you can still see the original 6 slider and 2 trackball configuration we had

This is the first successful interfacing between the analog sliders and unity

Here is the final cabinet I had helped assemble together including the wiring and installation of the controllers along with the implementation of the monitor and mini pc.

Here is the final cabinet I had helped assemble together including the wiring and installation of the controllers along with the implementation of the monitor and mini pc.

DJ Set's hit song "Go" in its early production stage. I am an avid FL user and have thusly done all my music making in it.

Code for the UI slider script as part of our accessibility feature. This allows for the volume changes made both by the randomizer and the slider to be visually shown on an UI version of the slider on screen.

Code for the UI slider script as part of our accessibility feature. This allows for the volume changes made both by the randomizer and the slider to be visually shown on an UI version of the slider on screen.

An early rendition of what would go on to become the punk band The Saws new greatest hit "ihy".

At this point in the process I was able to get unity to recognize two different sliders and control independent sources of audios' volume

Here is when I was able to get a button to trigger a scene change to the next level