Callback in Time is a first person mixed reality puzzler game where the player must find clues to traverse through different time eras. As the player interacts with the physical interfaces presented to them and uses their visual and auditory skills within the 3D environment, they discover numbers which they input to progress through the game. The game takes place in a office setting and reflects the technological, industrial, and societal changes throughout history.
An Vu, Sarika Patel, Georgius Bryan Winata, Yuzhi Shen, Mengyao Fan, Xiaoling Yu, Shuchang Tu
Rhino, Maya, Unity, C#
January - April 2023
3D Model Designer, 3D Environment Designer
Explore the impact of data mapping with objective-subjective spectrum of data representation and represent data in a multimodal and aesthetic way. There were 3 choices of data representation:
As a 3D artist in the team, my responsibility was to create 3D models in Rhino and Maya, and send the .fbx models to other team members who were handling the models' textures, before import it to Unity. In Unity, I added ambient lighting, color, post-processing effects, sounds and UI into the 3D environments. During the project development, I participated in the whole process from brainstorming, and playtesting, all the way through the presentation.
During the preparation for our first sprint presentation, we managed to settle with one overall project idea, which is a mixed-reality "escape-room" game with an office setting. We later proceed with the user-interactions flowchart, and sketches of the general setting that suits each of the office settings from different eras.
On our second sprint, we started making the primary 3D assets such as the desk, chair, lamp, and electronic devices that represent each era. We also established the components that will be used in the physical interface and created sketches of the overall design to guide the modeling and 3D printing processes. Additionally, we did some testing with our electrical component using Shiftr IoT cloud service and implemented 4 clues for the 2000s era.
During our last sprint, we accomplished several significant milestones. Firstly, we successfully completed all the primary 3D assets required for the missing eras, specifically the 1970s and 2000s. Additionally, we created some background models to populate the environment, and integrated all these models into three distinct states within Unity.
Furthermore, we made significant progress in our project's physical interface by finalizing the 3D designs and initiating the printing process. We also conducted multiple tests for the clues with six individuals and identified areas for improvement.
In terms of technical advancements, we managed to implement the code for reading and processing signals from Shiftr to Unity, ensuring seamless communication between the two systems.
In order to create an immersive experience, we presented our final version of the game by projecting it into 3 screens with projectors. Despite a few initial attempts to set it up, the result turned out better than we expected. We also designed user interfaces for showing game controls and the hints.