Working in conjunction with the Office of the Chief Creative Officer (OCCO) at Electronic Arts, we are developing a game, on the iPad, whose assets and data can be influenced by the product created by tEAm, headquartered in Pittsburgh. The challenge is to make a game that is completely agnostic of other media, and yet has meaningful changes occur when a player interacts with outside products. The OCCO has provided both ETC teams with a cloud server to act as an intermediary between each project’s save data. This allows future EA projects to incorporate play data from other games without requiring their respective production teams to be in constant contact throughout their global company. Through this experimentation, we will explore the evolution of interconnected gameplay.
Team Epiphany is working on an ETC project focused on developing an expressive game for the OUYA, a game console that is powered by the Android operating system. Even though the definition of expressive games varies, we are aiming to create an artistic and meaningful gameplay experience that evokes an emotional response from the player. Our ultimate goal is to create and publish a polished game that will allow the players to have an epiphany about their lives.
Expresso is an ETC Fall 2013
project to create an expressive
game for the OUYA, a platform
catering to independently developed
games. Powered by Android, OUYA is
an exciting alternative to
expensive home systems.
Ask any developer what an expressive game is and you will get a very different and personal answer. We define an expressive game to be one that uses a virtual experience to create a personal and emotional connection with the user, making them later reflect on similar experiences in their lives.
We will design and develop our expressive game and release it for free onto the OUYA Marketplace to inspire and entertain.
Foxhole is crafting a festival- worthy short over two semesters as the Entertainment Technology Center’s (ETC) first year-long animation project. The team will be using their diverse skills this first semester to develop a script, create a storyboard, conceptualize the audio, establish visual aesthetics, and produce an animatic that will guide the second semester’s team of modelers and animators.
Team GameGrid is working with
Creative Labs at Indiana University
to promote system thinking design
through an educational game for
upper elementary and middle school
youth. Systems thinking is the
process of understanding how
components, regarded as systems,
influence one another within a
whole. Our goal is to develop an
educational game that can help
children express their unlimited
creativity and gain understanding
about how systems work.
In our game, children need to combine components to build their own system. They should consider not only the characters of each component but also the relationship between components. Eventually, children can learn that a system is not a group of components but interconnections between components. In this way, children can have a hands-on experience in system building. We hope this lesson can give children a broader view about how things around them work. With our game, children will enjoy the gameplay while also learning how to think more systemically.
Based in Carnegie Mellon’s
Entertainment Technology Center’s
Osaka Campus, we are designing a
cutting edge experience that
introduces unique Japanese cultural
elements to the world in a fun and
exciting way. Working with
Japanese clients A-DEC and Dentsu,
two of Japan’s most prominent media
companies, this is a pilot project
to design and realize the
conceptualization of a brand new
cultural facility in Osaka. As a
group of programmers, digital
artists, and designers, we want to
utilize technology and our
perspectives as non-Japanese to
increase international tourism in
Osaka, while sharing our love of
this country with the world.
The team is working on both designing several experiences and creating a proof of concept prototype. The final deliverables will then be passed off to our clients for additional content creation and a possible full realization of our design. Our goal is to create an exciting and engaging experience for a global audience, all the while focusing on the dynamic history of Osaka.
“Speak with Purpose” is an applied
research project created by team
Kotodama Fruit Juice in association
with the Entertainment Technology
Center Professors Brenda Bakkar-
Harger and Shirley Yee. Tasked with
exploring “stories that listen”,
the five technologists that make up
Kotodama Fruit Juice are using
advanced speech recognition and
narrative trickery to discover what
possibilities exist for the future
of entertainment and natural modes
The ability to establish meaningful relationships and exchanges through one’s speech is a core tenant of the communicative experience, and current attempts to mimic the process synthetically are limited to practical, industrial spaces instead of our living rooms.
Kotodama Fruit Juice is thinking outside the (juice) box to provide realistic, meaningful interaction and story, and all you’ll have to do is speak with purpose.
Team Locanimals is a student pitch
project dedicated to creating
Locanimals: a location-based
creature collection mobile game.
Our goal is to create a game that
will allow players to collect,
nurture, and battle creatures as
they go about their daily life in
the neighborhoods of Pittsburgh. We
want to see if we can leverage the
potential of location-based gaming:
can we get players to explore new
The semester will be spent developing a “vertical slice” of core gameplay and then opening the game up to the ETC for play.
The OmniCloud Team is working with Elizabeth Forward Middle School to develop a mobile application to teach middle school students design thinking. The goal of the app is to integrate Art, Computer Science and Technology Education into a DREAM Factory where students can design, prototype and manufacture anything they want. In the App, students are encouraged to design 3D models by either customizing simple components or selecting built-in prefabs. The models will be tested under certain criteria which will guide students to iteratively optimize their ideas. After their ideas have been visualized in the app, students could print out their models with 3D printers, furthermore, they are able to take their own design products back home.
We are building a social mobile
game that engages the Pittsburgh
community and celebrates the city
A game where players undertake missions associated with Pittsburgh places, people, events and experiences and also create your own missions to collect points and achievement badges for fun and glory.
Our players will meet others with similar interests through these missions and also foster their friendship with existing friends.
PlayStation Ignite is working with Sony Computer Entertainment to produce 5 prototypes of innovative new game ideas over the course of the semester. We have only 3 weeks to develop each prototype from conception to realization.
The goal of this project is to discover new and interesting ways to think about games, be it through character, story, and mechanics, as well as documenting the development process as it relates to rapid game design and implementation.
Project Spearhead is a student
pitch project working with
the Oculus Rift head mounted
device, which is the first consumer
priced Virtual Reality helmet. Our
goal is to create a series of 20
Each deliverable will fall under one of two categories: a test that helps us learn something new about the device, or a prototype, the goal of which will be to create a unique and fun experience for the Oculus. Overall, our project is dedicated to fully understanding the capabilities of the Oculus Rift and pushing ourselves to the fore front of virtual reality game development and design.
Synesthesia is collaborating with
OK Go, the band famous for their
elaborate and innovative music
video performances, to create an
engaging live stage performance.
Harnessing the latest technology, Synesthesia brings together engaging storytelling, captivating visuals and innovative sound generation to create a completely unique and memorable performance experience to be used as a part of OK Go’s upcoming tour.
tEAm is developing a 2D platformer
game on tablet to help test a multi
platform architecture (HUB),
developed by the Office of the
Chief Creative Officer at
Electronic Arts. It is a cloud
system which can be linked to games
of different kinds and different
platforms. Capable of sending data
to and from game files, the HUB
will adjust various aspects of the
games linked, such as rewards,
bonus stages and assets.
Our goal is to build a playable game, and once a beta build is complete, it will link to the EA cloud system. Another ETC project team in Silicon Valley is working on a different game for the HUB with the same time line and similar goals. The two games will influence each other through the HUB. For example, an achievement in one game, will allow for a bonus stage in the other. Iterations on our game and the HUB will run concurrently (as they affect each other) to maximise the benefits of both products.
TransNeuroSia is a graduate student
project at Entertainment Technology
Center with the Telemedicine and
Technology Research Center (TATRC).
The goal is to create a physical,
immersive experience that shows a
thought-provoking perspective on
the future of medicine.
We will be exploring a future where current cutting edge technologies like genetic engineering, organ printing and tech-implants are commonplace, and how it affects daily life. We want to provoke our guests to think about these advances in technologies, and how they can be used for the benefit of humanity.
To this end, we will be creating an experience where the guest can interact with a doctor from the future, and understand the different possibilities presented by the above technologies.
ZIMENSION is a graduate student project held at Carnegie Mellon University's Entertainment Technology Center at the Silicon Valley campus. Powered by zSpace - an interactive system that provides astounding 3D semi-holographic display and precise stylus tracking - the team is creating an unique and unforgettable game experience. The challenge of the project is to take full advantage of the platform and to deliver innovative mechanics and novel gameplay, which might include 3-dimensional puzzle solving and spatial reasoning.