SETH EDENS
Older Projects
Networked Virtual Reality Maintenance Training
I was fortunate enough to be able to demonstrate the Networked VR Maintenance Trainer (NVRMT) at both Orlando iX and I/ITSEC 2017.
I created the concept for the NVRMT and designed the mechanics. I then designed, built and lit each scene in the Unity game engine.
I managed the production schedule and a rotating team of programmers. In the final months of development, I refined the C# scripts and implemented Photon networking to allow a trainer to interact with trainees via voice, gesture, and interaction.
Freeze 4 All
Freeze 4 All is another one of my game concepts. I worked as the creative director, programmer, and designer. After pitching the concept to my team, we collaborated to work out the finer details and mechanics.
I programmed the initial player movements and weapons that were later refined by the lead programmer. I programmed and designed the player select screen.
As the creative director, I ensured the game maintained the appropriate aesthetic both visually and through audio. I also ensured the gameplay adhered to the original vision of the game.
Freeze 4 All is a two to four-player, top-down, competitive shooter. Instead of dying, players are temporarily frozen. The gameplay is fast-paced and exciting.
This Damned Journey
This Damned Journey (TDJ) is a game concept I pitched to a board of instructors at Full Sail to be selected as a game any team could take on to create. My pitch succeeded and my team was able to choose to further develop my concept.
I worked as the creative director (cd), level designer/builder, and lighting. As cd, I ensured the game adhered to the dark theme I designed visually, through audio, and in gameplay. As the level designer, I made sure each level had the proper pace and flow to keep the player engaged using the terrain, enemy placement, and triggered events. The game gets progressively harder with each level and mini-boss, teaching the player new skills as they advance. In the final boss battle, the player must call upon all the skills learned in the previous levels.
This is the final presentation/post-mortem video my team showed during our live Twitch stream Q & A.
A Day as David
A Day as David was an individual experiment to create a branching narrative game based on the theme of deja vu.
I designed, laid out, built, lit, and animated this very minimalistic experiment. I then programmed the branching narrative events so that each choice from all the previous choices affect the narrative and choices the player would see and have in the future. There are a total of ten outcomes the player can earn and the goal is to find each one.
Purification Nation
Purification Nation was a student project in my under-grad at Full Sail. I worked on a four-person team to build a streaming level with four sections. each section was designed and built by one team member and then streamed together. The goal was to create one cohesive level given only the gravity gun mechanic and turrets. I developed the story for our level and designed the overall theme of each section and how each should attach to the previous.
The video is my section. I did all the programming, except for the gravity gun and turrets, all lighting, audio, and building.