Brandon Sun was part of the team that created Bob Rush, a cooperative platformer where the players must escort a princess through five levels to find her beloved cat, Bob. He said the process of creating Bob Rush involved continuous iteration, feedback and testing.
“This process gave us valuable feedback and guided the direction of the game to respond to the brief,” he said. “More importantly, it made the game more collaborative and fun that challenged us to think both conceptually and technically.”
“This pushed us internally to collaborate as well in bringing our specialisation and creative approaches together."
The projects were developed through a large-scale interactive installation format designed to support collective audience participation, challenging them to consider not only screen-based interaction, but also embodied participation, spatial choreography, audience behaviour, and the logistics of presenting digital media work in public settings.
Mai Anh Vo was part of the team that created Sunbound, an interactive puzzle installation that balances its miniature world under the weight of players. She said the project as inspired by 1940s marble labyrinths, while adding a real-world weighting factor that makes every physical movement of each player matter in the interactive world.
“With a motion-capture camera, movement of visitors becomes movement of carved stone statues sliding atop the encased world, their weights physically tipping it,” she said.
“The installation can be seamlessly played in public spaces without a set team or wait time, and intuitive physics design is to be accessible for most demographics.”
The students faced many challenges through the design and implementation process, including negotiating new technology, collaborating with their groups, interacting with different audiences and problem-solving on the run.