Cover image: Logo used to represent my game, SPUD and ADOS
My end of year project, called ADOS and SPUD, is a asynchronous multiplayer project, intended to play on the same computer. One player plays the game in a VR space, as the computer monitor model called ADOS, or Augmented Desktop Operating System, while the other plays as SPUD, or Solitary Prevention Utility Device, on mouse and keyboard on the same computer. A large focus of this project was dedicated to creating the interactions between the two player characters and the world.
ADOS views the world as a VR escape room, with the ability to open doors, press buttons, pick up objects, and teleport around the ground level, while SPUD views the world as a 3D platformer, with the ability to interact with physics-based buttons and jump to higher elevations. One of the goals of the project include highlighting to the players that while the views on the world and ability may be different, creating a better space can only be achieved by working together with our differences. Ultimately, the game is about connection with others, therefore, a large focus was placed on having the multiplayer system work well and as intended.
Certain mechanics are only available when both players work together. ADOS can grab SPUD’s tail, and turn SPUD into a physics object, allowing SPUD to reach places that couldn’t be reached before. SPUD’s tail also has a plug attached to the end, allowing their tail to be placed into sockets by ADOS to activate mechanics in the game. The game’s core is based on the interactivity between the two players, and the processes of teamwork required for this.
ADOS and SPUD is a solo project. With the exception of a few models and textures, as well as all sounds, I am responsible for all aspects of this project. This includes:
- Concepts and 2D Design
- 3D Modelling and Texturing
- 3D Animation, including rigging
- Level Design
- Creation of Game Logic
- Lighting, post processing and visual effects
This project involved working in Maya, Mudbox, Unreal Engine 5.2, Photoshop and Illustrator. Any thing not directly created by me was sourced from the Unreal Engine marketplace for models, or other sources such as Pixabay for sound or Poliigon for texture. This blog will focus on different areas of my production, focusing on a main theme in each post.
