Category Archives: Presentation Videos

Dreams Presentation at Morlan Gallery


After months of working on our games for HVRE 2017 (a collection of games known simply as “Dreams”), we were invited to several events to host and show off what we had done.  The first of the events was the Rules & Play Interactive Art Exhibit that happens twice a year in Lexington, Kentucky.  The third would eventually be what we had building up to this whole time; Lexington’s only gaming convention, Lexplay ’17.  However, in between those two events, we got to present our work at three different showings at Transylvania University’s own Moral Art Gallery, as part of a theme of futuristic, interactive art.

The first two showings at Morlan were fairly tame, garnering a couple dozen people (or more) at each one.  We got to relax and let others play our games using the Vive VR headset, as we conversed with our onlookers about the development process that had transpired.  For the last showing at Morlan, it was to be more of a presentation, rather than just simply allowing random art goers to come in and out to look at the gallery.

Myself and the technical lead of “Dreams” got the chance to stand in front of a decent crowd (with definitely more people than had attended before), and for an hour we got to both talk about and show off all of the hard work we had put into it.  The curator of the gallery seemed quite pleased with our presentation and the games we had created, as well as the students, art seekers, and walk-ins that were there that day.  It was great to be able to converse with an audience about something I am passionate about, and gave me a boost of confidence seeing so many people interested.  We were even interviewed by a writer for a local magazine and was placed in a printed article the very next month.

Enjoy the video!

HVRE 2017 Dreams Interviews

The YT thumbnail for the group interview video


After HVRE “Dreams” was all but completed and published, we all sat down as a group and had our last monthly meeting (a month after the last milestone meeting).  The leader of HVRE wanted to interview each of us, during this time, and edit down the videos into succinct and entertaining monologues about our individual experiences for the past 5 months.

Being close to the leader (and also mentor at the time), and knowing a little about video editing, I took it upon myself to gather up all of the data we gathered that day, and take a couple of weeks to edit hours upon hours of video, injecting unique, yet consistent flavor in each of them.  After all was said and done, I had made a video for each of the core members of HVRE 2017, and also created a final compilation video, with the best parts of each specific one in it, which would be played at the RJD (RunJumpDev) monthly meeting that would take place afterwards.

I never really saw myself as a type of editor, but after years of playing around with editing software, and knowing how OCD I can be, perhaps it was destined to be a good fit, after all.  I hope to continue to do video editing in the future, and perhaps even dabble in After Effects and other pieces of software to create even better videos!

Please enjoy the playlist above; with the first video being the compilation interview mentioned.

Final Milestone Meeting for Sol Mates (Dreams Version)


Back in 2016, I joined a group of local video game devs (eventually called “HVRE” – “Hands-On Virtual Realty Experience”) in a pursuit to create a horror game for a high-end Vive VR headset (the game in question, was “Mortimer’s Mansion,” which I have blogged about before).  The next year to follow, we decided to not stick with the horror theme, but was asked, instead, to think about our dreams, and how we could transcribe such thoughts into video game form.  Also, another change for 2017, was the fact we were making our collection of games (under one title, “Dreams”) not for high-end machines, but quite the opposite; smart phones with the Google Cardboard attachment.

In the final monthly milestone meeting for HVRE’s 2017 project – “Dreams” – I showed off the last features and nuances we had added into “Sol Mates,” truly revealing the new vision we conjured up within the few months before this.  Lots of new sound effects and textures were added in, to give the game more flare and personality.  The planets now revolve in a better manner,each one with a different velocity and mass.  We also perfected the gameplay from just mindlessly absorbing souls, and added in a couple layers of small challenges to give it more depth.

Sadly, some major features that were planned on being added in didn’t make the cut before Lexplay Gaming Convention ’17 in Lexington, Kentucky started (of which we were to present there, eventually in the year).  One feature I’m still kind of sore about – but plan on going back to update it – is the fact we didn’t have the manpower and time to add in a enemy NPC model we had been working, and the AI and features that went with it.  We were, however, able to add in the colored model, placed far into the background of the game, as a sort of foreshadowing “Easter Egg,” of possible things to come.

Even though the game didn’t turn out at all what I had expected, it was good to have the challenge of having to start something completely from scratch, with a deadline hovering over one’s head, and make it even better than it was before.  I feel we possibly did that, and as I said before, I hope to keep updating the game when time allows!

Enjoy the video!

Milestone Meeting #3 for Sol Mates (Dreams Version)


Back in 2016, I joined a group of local video game devs (eventually called “HVRE” – “Hands-On Virtual Realty Experience”) in a pursuit to create a horror game for a high-end Vive VR headset (the game in question, was “Mortimer’s Mansion,” which I have blogged about before).  The next year to follow, we decided to not stick with the horror theme, but was asked, instead, to think about our dreams, and how we could transcribe such thoughts into video game form.  Also, another change for 2017, was the fact we were making our collection of games (under one title, “Dreams”) not for high-end machines, but quite the opposite; smart phones with the Google Cardboard attachment.

I missed out on recording the second milestone meeting for “Sol Mates” in HVRE “Dreams,” but was able to pick it up the following monthly meeting.  Between the time of the first meeting and this one, I was able to finally get a cohesive feeling with the new mechanics we ended up adding in, and the new art direction we decided upon.  I want to say, though, the version of the game I showed off at this time was not the most current version I had been working on, so I was only able to show off a few new things, like the planets revolving around the main sun, and the sprites dancing around when the player looks at them.

Enjoy the video!

Milestone Meeting #1 for Sol Mates (Dreams Version)


Back in 2016, I joined a group of local video game devs (eventually called “HVRE” – “Hands-On Virtual Realty Experience”) in a pursuit to create a horror game for a high-end Vive VR headset (the game in question, was “Mortimer’s Mansion,” which I have blogged about before).  The next year to follow, we decided to not stick with the horror theme, but was asked, instead, to think about our dreams, and how we could transcribe such thoughts into video game form.  Also, another change for 2017, was the fact we were making our collection of games (under one title, “Dreams”) not for high-end machines, but quite the opposite; smart phones with the Google Cardboard attachment.

The second game I wanted to include in HVRE’s 2017 project – “Dreams” – had been an idea floating around in my head since I made a business plan in college for what I was to do after graduating.  The first game I ever wanted to publish was to be a small VR experience having to do with some of the origins of the Buntaiens in the “Legends of Saviors” series.  It was to be a game where the player would play as a soul that had just arrived on the planet for reincarnation.  One could fly around certain themed maps and cleanse the bodies of the negative masses, awakening their chakras and purifying their souls.  Eventually, the player would have to find the right “host” to take as their new body, hence the birth of a Buntaien – a Cosmic Angel.

From the beginning of my concept on paper, the leader of the HVRE group kept specifying how the design of my game would probably make half of its audience sick, with all of the constant moving and so forth.  So, within a couple of days, I scrapped the white box model I had so diligently created, and started from scratch, getting a concept artist on board, and moving the art direction in a completely different way.  We somehow were able to keep a lot of the same mechanics from the original, but just done in different ways.

Enjoy the video!

Final Milestone Meeting for Yenen’s Tale (Dreams Version)


Back in 2016, I joined a group of local video game devs (eventually called “HVRE” – “Hands-On Virtual Realty Experience”) in a pursuit to create a horror game for a high-end Vive VR headset (the game in question, was “Mortimer’s Mansion,” which I have blogged about before).  The next year to follow, we decided to not stick with the horror theme, but was asked, instead, to think about our dreams, and how we could transcribe such thoughts into video game form.  Also, another change for 2017, was the fact we were making our collection of games (under one title, “Dreams”) not for high-end machines, but quite the opposite; smart phones with the Google Cardboard attachment.

During this last milestone meeting, I showed off the last features that had been added in the last month of our development process for “Yenen’s Tale.”  Small, annoying bugs were dealt with (thanks to, yet, another member of the team), the two main scenes of the game could finally transport the character appropriately between each other, new animations were added to the city scene (the secondary scene), and the enemy NPC we had been working for what seemed like forever, was finally up and about and attacking out player.  We completed the basics of the fighting system we wanted, and the main character was now able to fight against his attacker (and actually win!).

I really enjoyed working on “Yenen’s Tale,” it feeling like the first, true game I really created from scratch, and am looking forward to jumping back into it, and continuing his tale from where we left off (and not for the VR platform, this time).

Enjoy the video!

Milestone Meeting #3 for Yenen’s Tale (Dreams Version)


Back in 2016, I joined a group of local video game devs (eventually called “HVRE” – “Hands-On Virtual Realty Experience”) in a pursuit to create a horror game for a high-end Vive VR headset (the game in question, was “Mortimer’s Mansion,” which I have blogged about before).  The next year to follow, we decided to not stick with the horror theme, but was asked, instead, to think about our dreams, and how we could transcribe such thoughts into video game form.  Also, another change for 2017, was the fact we were making our collection of games (under one title, “Dreams”) not for high-end machines, but quite the opposite; smart phones with the Google Cardboard attachment.

For the third milestone meeting for HVRE “Dreams” (which fell around the third month since the project had began in earlier in the year), I presented “Yenen’s Tale” again.  With the help of another member, the game was starting to resemble that of a VR experience, rather than the “static” point-and-click version it once was (which it still felt like it, gameplay-wise).

Since the game “Dreams,” itself, was to be a somewhat bare museum with installations and pieces that, each, would lead to the individual games that were being developed, I had to take into consideration how the player was going to actually view my game, let alone play it.  I had an idea that within the “Dreams” museum, “Yenen’s Tale” would show up as a painting on one of the walls.  When the player got close to it, they would be able to press a button on the painting screen, and they would be somewhat transported into the painting, itself, but still feel like they are just standing around in the museum.  A few other tweaks and features were added in this version, including the beginnings of a new enemy NPC!

Enjoy the video!

Milestone Meeting #2 for Yenen’s Tale (Dreams Version)


Back in 2016, I joined a group of local video game devs (eventually called “HVRE” – “Hands-On Virtual Realty Experience”) in a pursuit to create a horror game for a high-end Vive VR headset (the game in question, was “Mortimer’s Mansion,” which I have blogged about before).  The next year to follow, we decided to not stick with the horror theme, but was asked, instead, to think about our dreams, and how we could transcribe such thoughts into video game form.  Also, another change for 2017, was the fact we were making our collection of games (under one title, “Dreams”) not for high-end machines, but quite the opposite; smart phones with the Google Cardboard attachment.

During the second Milestone Meeting for our HVRE 2017 project – “Dreams” – I presented what I had been working on when it came to “Yenen’s Tale.”  I got to show off the second scene in my game, which can be traveled to from the original scene in the forest through a special crystal.  While showcasing a city scene with almost entirely different models, colors, sound effects, etc., I was able to bring about two different feelings with “Yenen’s Tale,” giving the player a lot more space to explore.  We also added in a lot of other features in the main forest scene, one of which is a basic fighting system with a sword that comes alive (among other things) for the main character!

Enjoy the video!

Milestone Meeting #1 for Yenen’s Tale (Dreams Version)


Back in 2016, I joined a group of local video game devs (eventually called “HVRE” – “Hands-On Virtual Realty Experience”) in a pursuit to create a horror game for a high-end Vive VR headset (the game in question, was “Mortimer’s Mansion,” which I have blogged about before).  The next year to follow, we decided to not stick with the horror theme, but was asked, instead, to think about our dreams, and how we could transcribe such thoughts into video game form.  Also, another change for 2017, was the fact we were making our collection of games (under one title, “Dreams”) not for high-end machines, but quite the opposite; smart phones with the Google Cardboard attachment.

When questioned about my dreams in particular, all I could think of was the “Legends of Saviors” series I had (and still do) been working on for most of my life and how releasing a game from that series would truly be a dream come true for me.  I took it upon myself to not only work on 1 game (which was the mandatory minimum for each member), but eventually I would take on 3 different games; doing a lot more work compared to the previous year, where I only worked on one puzzle for one game.

The first game I wanted to implement was to be continued from the final project that I had worked on in college, called “Yenen’s Tale;” a short and sweet, low-poly romp through a strange forest area.  Even though this game was meant to have a static camera angle, and was definitely not meant for VR, I had a couple of other members help me in my endeavor to “port” this title to the Google Cardboard.  We were also eventually able to add in even more features that I did not get to during my previously-taken classes!

Enjoy the video!