ATMA
Synopsis

ATMA is a 3D game built for the Oculus Rift set in a futuristic machine city where humans have been forced into a state of slumber eliminating sentient thought and consciousness. The player character awakens from a broken pod where they have been sleeping and find that the Drones throughout the city pose a threat to their consciousness (their humanity). They do not want to go back to sleep so they avoids their detection (stealth game). They find there are others that are like them, beings with their individuality robbed of them, and the player wants to help free them. They make their way around the city avoiding being captured and returned to the endless sleep by collecting seed fragments (fragments of humanity) that each of the other remaining humans possess.

ATMA was created in Spring of 2015 as a project a Portland Indie Game Squad Game Jam Event (a.k.a. PIGSquad). It was built the the Unity Game Engine. The design and concept of the game belong to Petra Goodrich and Michell Durrin. The target platform is the Oculous Rift, and the game had a successful demonstration at the showcase and XO Kickstarter Launch Party in July of 2015.

First 2D image render
Beta Poster
Basic Specular Lighting
In Game Screen Shot
Constructing A Scene
Gyro Drone Concept.

My role in ATMA was to come in and provide additional support for the behavior of the drones, fix current bugs with navigation and detection, and assist with environment avoidance. I was successful in fixing the navigation bugs to ensure that the drones would follow their path without issue. We were also able to get the drones to successfully follow the player through a variety of obstacles, and even managed to have it stalk a player into a structure.

ATMA game developed for PIGSquad in Spring/Summer 2015 Game Jam. I developed additional AI parameters and behaviors for the enemy drones. This is the first test to verify detection and pursuit of the player. Credit for Concept and Design belong to Petra Goodrich and Michell Durrin.

Another test to verify detection and pursuit of the player. Drone did not pursue, so we need to adjust the detection and pursuit parameters. Credit for Concept and Design belong to Petra Goodrich and Michell Durrin.