Andy Haslam PORTFOLIO

  • Thumbnail of 'LOCKBOT VR' Animated thumbnail of 'LOCKBOT VR'
  • Thumbnail of 'GRIPGOLD' Animated thumbnail of 'GRIPGOLD'
  • Thumbnail of 'Embracing Failure' Animated thumbnail of 'Embracing Failure'
  • Thumbnail of 'Unknown Contact' Animated thumbnail of 'Unknown Contact'
  • Thumbnail of 'We Be Rollin'' Animated thumbnail of 'We Be Rollin''
  • Thumbnail of 'Superhands' Animated thumbnail of 'Superhands'
  • Thumbnail of 'Swishies' Animated thumbnail of 'Swishies'
  • LOCKBOT VR

    • DREAMS (PS VR)
    •  / REAPER
    •  / AUDACITY
    •  / ELEVENLABS
    2024
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    LOCKBOT VR is an immersive, VR-exclusive experience where players command a colossal robot to unlock mechanisms within its structure.

    • Mirrored Motion

       - the mech mirrors player motion, enabling novel gameplay moments in which players must , reposition their and , and touch their and to achieve unique objectives.
    • Algorithmic Soundtrack

       - the algorithmically-generated soundtrack as players unlock new components of the machine, before dramatically shifting for a in which the titan transforms from tool to adversary.
    • AI-enhanced Audio

       - sound effects for mechanical movements, such as , and were authored through a combination of original foley, open-source assets and generative AI platforms to achieve the intended vision.
    TEAM
    • SOLO PROJECT
    SKILLS
    • DESIGN
    • ART
    • ANIMATION
    • AUDIO
    • MUSIC
    RESOURCES
    • Media MoleculeSOUNDS
    • ElevenLabsSOUNDS
    • PixabaySOUNDS
  • GRIPGOLD

    • DREAMS (PS4)
    •  / AUDACITY
    2022
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    GRIPGOLD is a short atmospheric puzzler in which players interact with an ancient contraption that resembles the controller used to play the game.

    • Immersive Input

       - protagonist movements directly mirror those of the player, as they , , and .
    • Integrated Prompts

       - are represented in world-space, to communicate locations of buttons to players to those unfamiliar with game controllers.
    • Original Art

       - all models (such as the ), animations (such as for the ) and particle effects (such as the ) were created from scratch within Dreams, on PS4.
    TEAM
    • Andy HaslamDESIGN / ART / ANIMATION / AUDIO / MUSIC
    • Jasmin WattsVOICE
    SKILLS
    • DESIGN
    • ART
    • ANIMATION
    • AUDIO
    • MUSIC
    RESOURCES
    • Media MoleculeSOUNDS
  • EMBRACING FAILURE

    • DREAMS (PS4)
    2020
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    Embracing Failure is an experimental metagame concept in which players build a ship to negotiate an arrangement hazardous of crates and are rewarded with a new part each time they crash.

    • Reward Mechanics

       - when players , a part - such as a , or - is granted, offering a sense of progression, regardless of skillset.
    • Block-based-building

       - parts are arranged in a simple, but flexible, that enables construction of ships across a range of .
    • Control-mapping

       - booster blocks map to a range of button inputs, allowing players to define their control scheme through the .
    TEAM
    • Andy HaslamDESIGN / AUDIO
    • Richard FrankeART
    • Chloe MillsMUSIC
    SKILLS
    • DESIGN
    • AUDIO
    RESOURCES
    • Media MoleculeSOUNDS
  • UNKNOWN CONTACT

    • UNITY
    •  / HTML5
    •  / C#
    •  / AUDACITY
    2019
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    Licenses

    The Drama by Rafael Krux
    Link: https://filmmusic.io/song/5381-the-drama-
    License: http://creativecommons.org/licenses/by/4.0/

    Unknown Contact is an interactive thriller in which players make their way through various scenarios - armed with nothing more than their own smartphones - as they attempt to discover the origins of a mysterious artefact upon which the story is centred.

    • Faux OS

       - an artificial HTML5-based operating system facilitates a range of mechanics, such as , , and activating protocols via .
    • Remote Character Engagement

       - character interactions arise through simulated and , which offer bidirectional connections with the world beyond content shown on the TV.
    • Passive Narrative Delivery

       - story elements are offered indirectly throughout the experience via and from which player can attempt to unwravel elements of the fiction that interest them most.
    TEAM
    • SOLO PROJECT
    SKILLS
    • DESIGN
    • CODE
    RESOURCES
    • Open-source communityMODELS / TEXTURES / SOUNDS
    • Rafael Krux
  • WE BE ROLLIN'

    • UNITY
    •  / HTML5
    •  / C#
    •  / BLENDER
    •  / AUDACITY
    2018
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    Licenses

    Happy Happy Game Show by Kevin MacCleod
    Link: https://filmmusic.io/song/3856-happy-happy-game-show
    License: http://creativecommons.org/licenses/by/4.0/
    Hustle by Kevin MacCleod
    Link: https://filmmusic.io/song/3890-hustle
    License: http://creativecommons.org/licenses/by/4.0/

    We Be Rollin' is a local multiplayer game played through smartphone web-browsers in which players assume the role of hamsters that compete to consume the most cake.

    • Smartphone I/O

       - input is driven through and output is offered in the form of tactile feedback and audio delivered in response to in-game events.
    • Bots with Personalities

       - players can compete against , each of which are assigned characteristics that influence .
    • Low-latency Gameplay

       - communication is conducted directly between the host PC and players' smartphones (rather than via an online web server), which reduces latency and eliminates the need for an internet connection.
    TEAM
    • Andy HaslamDESIGN / CODE / ART
    • Jasmin WattsART
    SKILLS
    • DESIGN
    • CODE
    • ART
    RESOURCES
    • Open-source communityMODELS / TEXTURES / SOUNDS
    • Kevin MacCleod
  • SUPERHANDS

    • UNITY
    •  / ANDROID
    •  / C#
    •  / BLENDER
    •  / AUDACITY
    2015
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    Licenses

    Wallpaper by Kevin MacCleod
    Link: https://filmmusic.io/song/4604-wallpaper
    License: http://creativecommons.org/licenses/by/4.0/

    Superhands is a nonlinear story in which players assist a trio of space-travellers through various interactions with their 'ship' (i.e. smartphone).

    • Innovative I/O

       - the , , , , , , and are used to offer a host of ways for players to interact.
    • Abundance of Audio

       - 400+ unique lines of and 150+ individually-recorded (all edited with Audacity) are programmatically triggerable throughout the experience.
    • Competent Choreography

       - characters are fully animated through a combination of and over 500 .
    TEAM
    • SOLO PROJECT
    SKILLS
    • DESIGN
    • CODE
    • ART
    • ANIMATION
    • AUDIO
    RESOURCES
    • Kevin MacCleod
  • SWISHIES

    • JAVA
    •  / PROCESSING
    2013
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    Screenshot of 'Swishies'Screenshot of 'Swishies'

    Swishies is a virtual toy in which players interact with creatures whose digital dispositions affect their colour, speed and behaviour toward one another.

    • Creatures with Needs

       - swishies' moods are influenced by their hunger, which continually increments until they are able to find and consume food.
    • Mood-driven Behaviour

       - hungrier swishies are and more , whilst those that are replete are more and have a tendency to move in groups.
    • Interactive Physics

       - elements within the toy are bound by a rudimentary physics model that controls the ways that the and movements affect the food and one another.
    • Obedient Beings

       - whilst less happy swishies will be more reluctant to deviate from their pursuit of food, satiated ones will gravitate whenever they click-and-hold the mouse button.
    TEAM
    • SOLO PROJECT
    SKILLS
    • DESIGN
    • CODE
    • ART
Copyright © 2024 Andy Haslam