JOSSE DE KIEVITH - (REAL-LIFE) GAME DESIGNER
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    • Stories from Breda
    • Citadel of the Host of Stars
    • Ghost Golf
    • Lephidor Lumix
    • Project Amelio
    • Res-QR
    • Skyrim: Lordbound
    • Split Seconds
  • About Me

Res-QR


Platform: PC
Genre: asymmetric co-op, serious gaming
Engine: Unity 3D
Input: Mouse and Keyboard, Xbox 360 controller, Parrot AR Drone 2.0
My Role: Game Designer

Overview

Res-QR is a school project which is based around flying a drone. In the game, 2 or more players must work together to find people trapped in a building on fire using a drone. The players have to bring the required supplies to the victims to extend their survivability. until the fire department arrives.

Gameplay

The game is set-up by hanging multiple QR-codes on a wall. These QR-codes represent the apartments of the building. Player 1 will fly the drone using a Xbox-360 controller. The drone has a front camera (720p), which sends live-footage to the PC, where player 2 is sitting. The game will convert the QR-codes, seen by the drone's front camera, into apartments and each apartment shows what the victim needs to survive. Player 2 needs to communicate this with player 1, and player 1 needs to fly the drone back to the basis to load in the needed supply. The supply is also represented by an QR-code. Player 1 (or an optional third player) loads in the supply, flies the drone back to the right apartment, and player 2 will deliver the supply on his screen. This process will be repeated until 5 minutes have passed and the fire department has arrived, ending the game. For a better explanation, please watch the 'Res-QR Explanation Video' on the right.
Explanation Video
Picture

Development

It was very interesting to design a game around a drone. We came up with a lot of concepts, but those were all shot down due to the limitations of the Parrot AR Drone 2.0. We couldn't build a game world around the drone, as the drone didn't have a GPS-tracker. That's why we came up with the idea to use augmented reality to visualize the game world instead. 
We also looked into using the second camera underneath the drone, but we concluded after a few tests that the camera (360p) wasn't good enough to be of any use to us. ​

My role during the project was mostly doing the general design and internal documentation. I designed most of the gameplay, though most features didn't make it into the game due to time constraints. Examples are a priority system to add more indepth gameplay, and a point system for leaderboard purposes. 
I was also the one who came up with the idea to film the drone in action. Later, I edited this footage together into the video above, with also live footage from the drone, and the narration of Nicholas Lamb. 

Credits: Team Eyes up Here
Jeroen Burggraaf, Mitchel van Duuren, Yorick van de Haar, Josse de Kievith, Marijn van Krieken, Nicholas Lamb, Kimberly van Peppen, Stef den Ridder, Jan Zhang

Res-QR has been made possible by NHTV Breda, University of Applied Sciences
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  • Portfolio
    • Stories from Breda
    • Citadel of the Host of Stars
    • Ghost Golf
    • Lephidor Lumix
    • Project Amelio
    • Res-QR
    • Skyrim: Lordbound
    • Split Seconds
  • About Me