Shoot the Red Fish!

I created a game similar to the class Duck Hunt, or Dear Hunter, in which targets appear on the screen and you have to shoot them off. In this case, my targets were several different fish. The green fish simply swim by idly, the good blue fish swim the slowest, and then the evil red fish swim slightly faster than that. The object of the game is to shoot the red fish–the number of red fish shot is calculated and represents the score. If a blue fish is shot, however, the game stops because you’ve lost. To make the game more engaging, I made the fish swim faster and faster as they appear on screen, then capped the speed off at a certain point. In addition, I made more and more fish appear on screen to account for the change in pace, and to make it more difficult. My greatest challenge was figuring out how to manage the number of fish being created and being destroyed. The use of the filter function really helped out for taking them off screen. I did a number of different user testings to find out which level of difficulty would suffice and I think I landed on something pretty engaging!

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After thinking about it for a while, I changed the idea I initially had for my final project. Rather than doing a hero, Super Mario style game in which a character is controlled to avoid obstacles and reach a goal, I’d like to create a shooting game similar to Deer Hunter. The concept is that the player sits still while aiming through crosshairs at a particular target comes across it. Many such games have been made in the past and I’d like the chance to create my own.

Deer Hunter, as I mentioned, is one such game available on most phones and tablets. Another example is Duck Hunt, a classic Nintendo Game. I found a similar version online ( http://www.silvergames.com/duck-hunt ). I hope to make something like this–it’s addicting fun and pretty simple. The game seems to be made with random objects appearing on the screen then responding to mousePressed. This model opens up a lot of room for opportunity and fun.




I plan on making a video game that follows a small adventure of a character getting to his goal. The movements will be two dimensional (left, right, up, down), and the character will interact with a series of obstacles and environments coming his way. Basically, I’m making a version of the first Super Mario games! However, I’m still thinking hard about the narrative and the character of my story, and haven’t decided who my hero will be. Regardless, I’m excited to incorporate things I’ve already learned and things I plan on learning within the project: objects responding to other objects, working with sound effects, background noise, moving backgrounds, transitions between start screens (which begins to go into some communication design as well), and many other facets. Bellow is just some quick iteration of how an object can move through an environment. I may make it such that, for example, a ball is constantly moving based off an incline and as incline increases, the ball’s speed does as well.



This week I chose to explore the work of Camille Utterback. Camille received her BA in Art from Williams College, and a Masters degree from The Interactive Telecommunications Program at NYU. She’s installed a huge number of works throughout the States and has received great public acclaim for her accomplishments such as the MacArthur Foundation Fellowship (2009), a Transmediale International Media Art Festival Award (2005), a Rockefeller Foundation New Media Fellowship (2002)…the list goes on and on. And it’s easy to see why when one observes her work. For example, her “Dances of the Sacred and Profane” (2014) is a beautiful example of how real life, physical art (dance and movement) interacts and influences digital displays on screen.

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The inspiration for this project came from a drawing I did my senior year of highschool. I created the likeness of Martin Luther King, Jr. through writing the “I Have a Dream” speech in a spiral. The color of the letters varied to form the image as I wrote them. For this project, I did something somewhat similar–a spiral turtle object creates an image of a landscape.


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This week I chose to look at Irene Sun’s blogposts. While searching her posts, the one that struck me the most was here Looking Outwards #7 (http://cmuems.com/2015c/irenes/10/15/irenes-lookingoutwards-07/). This project particularly appealed to me because of its powerful content–Samuel Sinyangwe’s visualization of police violence through processing to me is a very powerful use of coding to explain and tell a tragic and current story. I agree with Irene’s opinions on the project. What particularly struck me was her phrasing of “police and political leaders are unable to provide Americans with the truth about police violence.” This is a strong sentence, but in my opinion, very accurately worded.



For this project, I decided to form my portrait through the “spray paint” distribution of pixels we saw in class. However, unlike the example in class, I made the spray cap emit a circle rather than a square. This required using some trig functions to frame the border of where the pixels appear.


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This week I chose to focus on the work done by Jake Barton. Jake is the founder an experience design and strategy firm called Local Projects. They work with museums, brands and public spaces. His work focuses on storytelling and engaging audiences through emotion and technology. He earned a Bachelor in Science of Speech at Northwestern University and a M.P.S. Interactive Telecommunications from NYU. The works he talks about in his Eyeo Festival speech is really interesting–he’s able to engage a huge number of participants in his installations through simple interactive forms that create a sense of empathy. My favorite project he talks about is the pulsing heart installation in Times Square. It’s a very simple structure built with clear tubes with lighting fixtures in them, hooked up to an arduino, hooked up to a pressure/pulse sensor. The more people touching the sensor, the more the heart would pulsate. This was a simple yet very elegant and incredibly engaging public installation set up for Valentines day. I think I can learn a lot from his work, namely creating designs that so successful engage a large number of passers through instilling a sense of curiosity in them.




This project was a fun one. I started off by first creating my background and a for loop for the trees, then by creating the traveling clouds through a process of for loops in objects which took forever to figure out. However, then I realized my trees and tree branches needed to be composed of arrays and objects as well. Going back to fix this took a lot of time for something I didn’t know I’d have to do. Now I know for next time to not preemptively create images that way. The trees and clouds are just composed of randomly changing ellipses. I like this cartoonish aesthetic–the inspiration came from early Super Mario graphics.