ChromaCorp
Team project, System Designer, Programmer
ChromaCorp is an Indiecade Award winning project. I worked as a system designer and programmer.
ChromaCorp is a immersive experience where players work for a dystopic company. Taking place in physical space four players enter their cubicle to begin a narrative experience that fits between a Disney land ride and an escape room. Although there are win/loss conditions and puzzles ChromaCorp plays more like a high production immersive party game than an escape room.
Development of the Core Loop
This is the eldest version of the color extraction game. In this iteration each color is extracted separately and each color fills its respective gauge. Each color was broken down into its RGB (red green blue) composition. Scalable values were added so that the yield can be adjusted. This helps to offset the disparity in color frequency.
The later versions of the color extraction game changed the extraction method to extract the entire image at once and simplified the quota system by converting it into a meter that depletes over time and is filled by extracting color.
ChromaCorp runs off of one computer and has 4 player instances independently run different mini games at the same time. I designed and programed our subversive task manager which handles the logic that switches player states between the 7 mini games. This system is intertwined with our phase controller which monitors macro game state, tracking time, and cutscenes.
Mini Games and the Quota System
ChromaCorp is composed of 7 mini games that contribute to the macro goal of taking down the company through acts of subversion. Initially designing many mini games we streamlined the game to focus on one mini game with higher complexity. I designed and implemented this mini game which features random generation, scaling difficulty and iterated on it to fit into the the various core loops and quota systems that were tested throughout development. Pictured right you can see the various iterations of the Ui and quota systems as they developed top to bottom.
The second major iteration of this game had an emphasis on the quota system. The red green and blue bars at the bottom of the screen needed to be filled by extracting from the images and then submitted to the quota on the right. This version proved to be too complicated and was streamlined.
Subversive Tasks and Alternate Controllers
ChromaCorp has 4 custom alternative controllers that players use to perform subversive acts to take down the company. I handled the unity side of the controller integration and built 3 of 4 of our alternative controller games.