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Twin Seas

Walk the plank!

Twin Seas is a augmented reality experience where you command a pirate ship and battle monsters on the high seas. Try and survive for as long as you can and get the highest score. To help you you can collect powerups that will give you an edge in the fight. But beware of both monsters and of the sea itself, for it is cruel.

The game is achived on the Microsoft Hololens and combines physical interaction with the virtual world. The player controls the ship by using a physical stick that moves a QR code in the real world, the Hololens then tracks the QR code and moves your ship in the virtual world. The game is dynamic in the way that you can set it up and play on any table as long as you have the Hololens, the stick and the QR code.

Challenges and Goals

Here where some challanges we encountered and some goals we had!

Related work

Here are some related works that inspired us to create Twin Seas!

TEAM

Alice

I'm very passionate about 3D Art but I lent my skills to diverse aspects of our game. Using Blender, I modelled, textured, and animated the game's ship, along with crafting in-game elements l ike power-ups and particle effects. I also contributed to UI and menu design, including a tutorial and 2D assets. On the audio front, I handled SFX and music, and incorporated spatialized sounds into Unity. In a more hands-on role, I tinkered with a lofi physical controller prototype, designing the 3D printed components for the final version.

Celina

I’m an enthusiastic game developer with substantial experience in the Unity game engine and Autodesk Maya 3D modeling and animation software. My primary skills would be 3D modeling, rigging, animations, and game programming. My leading responsibilities for this project have been modeling, animating, and developing the mechanics for the Kraken enemy. I’m a collaborative team member ready to address any workload that requires attention such as debugging, writing code, or asset creation for the game. Furthermore, I’m always prepared to offer guidance to my team members in both technical and artistic realms.

Emile

I’ll take whatever task is given to me, whether that is getting the compiler to work or sawing wood in the workshop. I worked on the AR tracking behaviour for the game, programmed the enemies but I was just as happy 3D modelling, rigging, and animating a whale. I believe making a game feel right means taking time with small adjustments, so I also spent time balancing the game to improve the player experience. Everyone likes powerups so I added the behaviour of them to Twin Seas to give it a bit more spice.

Gustav

I'm a versatile team player, willing to take on any task to make our project as good as it can be. My primary responsibilities revolved around AR tracking, ensuring that our virtual world seamlessly blended with the real one. I also took charge of refining the shooting mechanics and working on the UI of the game. I set up the play area, enabling smooth restarts for uninterrupted play. and created a system to display enemy indicators when they venture off-screen, keeping players engaged and informed. In game development, small adjustments can make a world of difference, so I and the team have dedicated time to fine-tuning and balancing our game together. This project has had me wearing multiple hats, much like a captain steering a ship through treacherous waves.

Jesper

I am passionate about computer graphics and simulation and I seek to create breathtaking visual experiences. My proficiency in low-level coding and graphics programming has benefitted the project. I've have developed shaders that not only generate captivating visual effects but also seamlessly integrate with gameplay, providing players with cues about the game's current state. I have also programmed mechanics for the game that force the player use the physical interaction of the game.