SurThrive

For my second semester project at Carnegie Mellon University's Entertainment Technology Center, I worked as a programmer and designer on SurThrive. The aim of the project was to use metaphor in a game to communicate how people come together and help one another after a disaster—in contrast to the oftentimes negative media portrayals of disaster victims as either brutal or helpless. We pursued this through Pause—a game played using media player controls (play, rewind, window resizing, etc.). The game is divided into a series of short scenes that pursue its themes through collage and juxtaposition. More information is available on the project's website.

Some tasks to which I contributed include:

  • Implementing the media player-based puzzle interactions
  • Writing a custom inspector (scene sequencer) for easy reordering and tweaking of scenes
  • Audio design and programming
  • UI programming (navigation bar, context-sensitive cursors, media player controls)
  • Design of select scenes

Duration of Experience: January 2016 - May 2016

Technologies: Unity

Team Size: 5

Screenshots:

PauseTitle.png

Videos:

(View these in fullscreen to avoid banding effect)

"Grow" showcases our time manipulation mechanics. The player must rewind the character in the scene so that they line up with the water falling from above. I programmed all of the media player interactions underlying this scene.

"Postcards" showcases both our window resizing mechanic and our mixed media approach to the project. I both designed and programmed this scene.

Scene Sequencer:

In order to facilitate easy experimentation with different sequencing and configuration of our game's scenes, I implemented a scene sequencer. This tool allowed us to reorder our scenes however we like and adjust parameters such as background music and scene thumbnail. The scene navigation bar at the top of our game was populated at runtime based on the contents of our scene sequencer.

Scene sequencer

Scene sequencer

Navigation bar

Navigation bar