Dojo's purpose is to help teach meditative stress management skills to teens who have trouble controlling their anger.
The game begins in a subway station with a mysterious wall that opens up into an underground, urban dojo. In this setting, players encounter 4 different masters of mental balance, along with gameplay challenges that enable the player to prove their newfound control.
My work on Dojo as lead engineer involved the following tasks:
- Building a pathfinding AI system with the ability to wanter and hunt.
- Building a universal trigger system used for most gameplay mechanics.
- Designing and implementing a trigger-based dialogue system and corresponding dialogue events.
- Building a real-time cutscene and pre-rendered movies system.
- Creating all special effects.
- Building the HUD.
- Lighting all environment spaces.
- Calibrating & integrating the IOM monitoring device, as well as develping algorithms for interpreting its readings.
- Teaching another designer/programmer how to use the Unity game engine and working with him in the creation of the Zen Maze mini-game.
For more information on Dojo, visit its section of the GameDesk website at: GameDesk.org/projects/dojo.
...or watch a video of it in action Here!