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Super Human Ball

reynosorobertov

Updated: Jan 19

Engine: Unreal Engine | Genre: Puzzle Platformer | Platform: PC | Timeframe: 3 weeks


Super Human Ball Demo Video


Overview

 

In this project, the objective was to prototype an innovative alternative controller concept paired with a game prototype that showcased its potential gameplay applications. The proposed idea, Super Human Ball, drew inspiration from the popular Super Monkey Ball franchise. Our vision was to immerse the player by placing them inside a giant hamster ball-like structure that served as both the controller and an integral part of the gameplay experience. By rolling the physical ball in real life, players would directly control the movement of the in-game ball, creating a unique and engaging way to interact with the game world. Within the prototype phase we had to prove that this concept would work, so we had to create a mini scaled version of the idea. We got a hamster ball and made a stand from using cardboard which contained a tracking ball mouse underneath in which the hamster ball would roll in place on, which included rollers on the side of where the hamster ball would sit and we used an RC car to imitate what it would be like if a human would be inside the hamster ball rolling around. While we were successful in creating the mini-scaled prototype, we did not get the opportunity to move into the next phase of creating a human-scaled version of the idea.


Team

 

Producer - Arjun Shivakumar

Tech Artist - Doris Hu & Mingyuan Yang

Engineer - Roberto Reynoso & Lai Wei & Gabe Robinson-Barr

Hardware - Gabe Robinson-Barr & Arjun Shivakumar


Role and Contributions

 

Role: Game Engineer


Responsibility:

During the project, I was the lead engineer responsible for prototyping the core gameplay mechanics that the player would interact with using an alterative controller: a hamster ball on a rolling stand, designed to roll in place. I was given the freedom to experiment extensively with the gameplay, with the only restriction being that the player character is a ball that rolls around. This creative liberty allowed me to decide what actions the player could perform within the environment and how the environment could influence the player's experience while rolling.


Contributions:

  • Movement:

    • Implemented the movement where it is controlled by a track ball, which then applies a force in the direction that the player rolls in.

  • Moving Platform:

    • If the player touches this platform, it will move back and forth from its start and end point.

  • Destroyable Wall:

    • Uses a geometry mesh, so that it can then be broken apart dependent on the force and mass it is hit with, which in this case can be broken if the player is big.

  • Grow:

    • If the player touches this object, the player will double its size.

  • Shrink:

    • If the player touches this object, the player will be half its size.

  • Falling Block:

    • If the player touches these objects, the blocks will then simulate physics causing them to fall.

  • Physical Materials:

    • There are various physical materials that will change the player's ability to move (friction), movement would then feel more slippery or grippy.

  • Boost Panels:

    • Whatever direction the arrow is pointing in on the panel, if the player touches it, they will be pulled into that direction with increased speed.

  • Bounce Pad:

    • The player will bounce higher and higher based on the force the player hits the pad with.

  • Teleporter:

    • If the player touches the teleporter, the player will change the level they are currently on.

  • Tunnel:

    • If the player is inside the tunnel, lights within the tunnel will begin to flicker on and off.

  • Loop-De-Loop:

    • The loop has a slippery material with a boost panel in the front of the entrance, so that the player can complete the whole loop.


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