Queue entertainment games using SMS and Call-in Telephony architecture for massive real-world gaming
My first job after graduating was at a company called Evil Genius Designs, which spun out of the Entertainment Technology Center at Carnegie Mellon. Evil Genius Designs (EGD) was working on its flagship product, Get in Line Games, specializing in games to play while waiting in line.
Get in Line Games was featured in the Queue Room at PAX 2009, the Penny Arcade Expo for gaming. We entertained a crowd of 6,000 for two hours in the morning and in the evening using a custom platform that allowed everyone in line to play games together on their cell phones.
I programmed half of the ten games we brough to PAX using ActionScript 3.0. Some games were simple, like Trivia, others more complex picture-reveal games.
PAX brought us back for two more shows, the inaugural PAX East 2010 and PAX (West) 2010.
One game I'm especially proud of is PAX Jump, built using motion-detecting software which I designed and built. PAX Jump interfaces with Evil Eye, a camera trained on the audience. When the audience moves from side to side, Evil Eye picks up on their position. PAX Jump, built on Flash, then queries the Evil Eye box for the positioning and uses that data to move an avatar on the screen left and right.
We also debuted games built on our call-in architecture, which allows guests to call in to a phone number then play a game by pushing the buttons on their keypad. Beach Ball Bonanza used this tech to have over 200 synchronous callers work together to bat a beach ball over the screen.