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Code Red

Lead Artist

This project is based around the prompt to create a game with physical controllers based around a 3D projection mapped cuboid. Our team developed the interactive experience and custom controllers powered by Teensy. My contributions focused on visual development, assisting fabrication in hand-painting the controllers, and helping to organize the production documentation.

Artistic Contributions

guyside_edited.png
guy.png
guyside.png
guyback.png
guyhose.png

Player character 1 turn around

guy2side_edited.png
guy2.png
guy2side.png
guy2back.png

Player character 2 turn around

reg window.png
fire window low.png
fire window med.png
fire window.png

Window states

truck2.png

Firetruck

civ window.png
Soul0000.png

Soul Animation

ladder1.png

Ladder

building1.png
roof.png

Game Environment "Roof"

Game Environment

First Pass Iterations

In the initial design iterations, the assets featured a higher pixel count, which looked cleaner but didn't have as much of the retro arcade look. As a team, we ultimately decided to decrease the pixel count to best capture the aesthetic we were going for. The early color palette also felt less cohesive, so it was refined and adjusted in the final versions to be more visually consistent. 

ladder.png
fire hydrant.png
firefighter.png
coderedbuilding.png
firetruck.png
roof.png

Context and Concept

The concept of the project centers a two player firefighter-themed game designed for the 3D projection mapped cuboid that functions as a miniature building. Each face of the cube represents a different side of the building, and players must work together to extinguish fires and rescue civilians trapped in the windows. Because the cube is physically accessible from all directions, the gameplay requires players to move around the space and communicate across sides.

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From an artistic standpoint, the team decided on a retro arcade aesthetic, combining pixelated 2D game elements with arcade-style physical controls. The physical controllers were designed to resemble stylized firetrucks, a hydrant, and a ladder. The hydrant and ladder function as tangible tools that players must pick up and move to one of the corners of the building to access specific sides in-game. As the artist, I contributed to the established design of each controller in order to support our team members working on fabrication.

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The goal of the aesthetic was to create a playful and approachable experience for the player while capturing the charm of retro arcade games and integrating it into a modern system.

Gameplay Highlights

IMG_6276.HEIC
IMG_6273.HEIC

Final Reflection

I am most proud of how much our team was able to accomplish within six weeks and how cohesively the game assets I created blended together in the final game. I believe we established an engaging aesthetic direction for the project, and the fabrication team did an outstanding job bringing the physical components to life. 

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Looking ahead, there are several things I would love to see implemented in future iterations. Some of the assets and animations I created did not make it into the current build, and integrating those would help with the visual cohesion of the overall game. Additionally, creating more character and environmental animations, such as moving civilians or dynamic fire, would make the game feel more alive. Overall, I am proud of the work we produced and looking forward to future development.

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