Games
 

 
entry page

- Virtual Work
Games
- Professional - Other
- Teaching - Student Work

Skill diversity is a large part of my history in game development. Numerous one-off projects and single teaching experiences have been the norm. Employers and professors enjoy my virtual work, but typically hire me to do something else. Second Life, Game Maker, Unreal Editor, Civ IV, Neverwinter Nights, Director, C++, and PHP have all been touched on. Video from a few these projects appear in the Student Work and Professional - Other section.

My real coding skill lies in X3D/VRML, HTML/JavaScript, and some ActionScript.
In graphics its Photoshop, Illustrator, 3DS Max, and a touch of Final Cut Pro.


 


"MeetFactory - Iceborg" After meeting Ars Electronica winner Andy Best at a number of conferences, he hired me to work on his Iceborg game - in Helsinki Finland. It was a not-so-massively, multiplayer, online, role playing, VRML game. The narrative was of a crashed Star Liner on a frozen waste disposal planet. To survive (play), players had to clean-up and recycle waste, grow a garden, and be social. I arrived midstream and my first project was an interactive Jukebox that could accept money through a cellphone call (SMS) and play streaming videos into the virtual dance club. (One of our media sponsors was Kiss FM, the largest radio station in Finland.)

Given I could write code and do 3D modeling I worked on highly interactive widgets and environments. Examples include: The jukebox, dance club lights & effects, TV sets for home use, an interactive dashboard map, and some secondary projects like 3D shooter games for hand held devices.

Coding, Modeling, and a little Flash: Steve Guynup
(3DS Max, VRMLpad, Photoshop, Dreamweaver, Flash)

Andy and his wife Merja led the creative and managerial aspects of the company. Lead Programming, Lead Modeling were done by others.

darwin

Building

      
      


 


"Go Fish" A prototype mini game designed to be embedded in a website. It was part of an educational interactive outreach project at the Georgia Tech Research Institute for the Skiddaway Oceanographic Center. Revisited at the University of Baltimore and explored through its KidsTeam group it became a very insightful project. A paper called Fake Fun was shared at SIGGRAPH and a second more advanced paper on the relationship of games and education is in the works.

Conception, Coding, Audio and Modeling: Steve Guynup
(3DS Max, VRMLpad, Photoshop, Illustrator, Dreamweaver, Audacity)
(Shooter engine is a modified version of the one I wrote for Code Blue)


- Video File
- Project Website (X3D/VRML & Supporting Text)
- Published Paper (Transforming Education into Play)






 


"Code Blue" A non-violent, shooter game for a web browser. The shooter engine code is the only 100% VRML compliant code ever written and can work with any plug in. (note - all others used BS Contact's propriety extension and will run only with their technology.) Enemy behavior was cleverly tied to player behavior and creates a sense of them dodging player attacks.

Conception, Coding, and Modeling: Steve Guynup
(3DS Max, VRMLpad, Photoshop, Illustrator, Dreamweaver)
Audio: George, Paul, John, & Ringo


- Video File (Game Start)
- Video File (Game End)
- Project Website (X3D/VRML)



 


"Second Life" A Second Life game for the Art Institute of Pittsburgh - Online Division. It is a managerial simulation featuring a five story office tower in which players explore office behavior. (PROJECT ON HOLD)

I am a part of the programming team. As a latecomer to the project, my role is minor and much like my days on IceBorg (see top) I'm mainly building inworld widgets. The first task I was assigned was scripting bathroom stall doors to open and close. Later because of my experience teaching the Game Audio class, I picked up on creating and scripting sounds for the game.


LindenScript, Audio, and a little PHP: Steve Guynup
(Second Life, Audacity)


- Video File



 


"Alice in the Pages of Wonderland" A flash game created for a University of Baltimore class called Programming Principles. The course was taught by noted game scholar (and my doctoral chairperson) Stuart Moulthrop. My role was overall game design and ActionScripting. My teammate, EJ Lee, created the graphics. The final project was then played and reviewed by UB's KidsTeam.

The assignment was to link "Alice in Wonderland" to a game. The approach here follows my other explorations of text and space. The first chapter of the book was loaded into an array, parsed, and placed on screen. Remove Alice by removing references to her in the text. Be careful as some words are unfriendly.


Graphics: EJ Lee
Flash, ActionScript, Audio: Steve Guynup
(Flash, Audacity)


- Play Flash Game


  - Virtual Work
Games
- Professional - Other
- Teaching - Student Work

 

Programmer - 3D Modeler - Writer - Artist - Theorist - Teacher