ryan-challinor

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  • 'Pxl Pushr' blends Kinect and iPad play to impressive, multicolor results

    by 
    Ben Gilbert
    Ben Gilbert
    08.01.2011

    Among the dozen or so games strewn about New York City's Museum of Modern Art (during last week's Kill Screen-curated "Arcade" event) two titles had their playable debuts: Eric Zimmerman and Nathalie Pozzi's "Starry Heavens" ("a physical game of power and betrayal"), as well as Matt Boch and Ryan Challinor's "Pxl Pushr" ("something akin to a full-bodied theremin blended with a puzzle game"). Considering what the two freshman entries were up against -- critically acclaimed games like Limbo, Canabalt, and Echochrome -- it was impressive that both games had lengthy lines throughout the evening. I mean no offense when I say this, but Pxl Pusher looks like what would've happened if Kinect technology had existed in the Coleco Vision days. In the same way that your Dad's sweet 1973 Lacoste track jacket still looks totally rad, so does Pxl Pushr. The bizarre look is both a measure of the dev duo's style -- their day jobs are as designers at Harmonix -- and of the short-term development cycle. "Over the past four weeks-ish we've been messing around building this game," Boch explained. In Pxl Pushr, one player places dots on an iPad, while another player attempts to catch as many dots as possible by using the contortions of their body (via Kinect). The player contorting their body is scored on how many pixels he/she is able to "push" versus the ones they miss. It's a simple concept for sure, but one that had many attendees smiling while making very silly poses. Not that the crowd's reaction was foreign to Boch and Challinor, two gentlemen who spend their working hours with Dance Central 2.%Gallery-129438%

  • NYC Museum of Modern Art to co-host 'Arcade' event with Kill Screen

    by 
    Ben Gilbert
    Ben Gilbert
    07.01.2011

    It seems the "Games as Art" debate is over, as New York City's Museum of Modern Art is co-hosting a game-centric event later this month with haute gaming mag Kill Screen. Titled "Arcade," the one-night soiree on July 27 features several great indie games (Bit.Trip Beat, Canabalt, Limbo, and "a new motion-based Kinect project" from current Harmonix employees Ryan Challinor and Matt Boch, as seen here). The games will be playable throughout various parts of the museum, including the MoMA's gorgeous sculpture garden. That's where we'll be hanging out, in case that wasn't clear. You may be wondering how the folks at Kill Screen finagled a gaming night at one of the world's most famous art museums, and we were too. It turns out that the event is part of MoMA's "Talk to Me" exhibit, which explores "the communication between people and objects." Video games seem like a perfect fit, no? If the incredible location and selection of great games weren't enough to convince you, tickets are just $16 in advance and $20 at the door, which entitles you to "an exclusive viewing, a cocktail reception, a tote bag," as well as the aforementioned opportunity to play games at the MoMA. We'll also be there in our sharpest outfit handing out exaggerated high fives, so keep an eye out! Update: This post originally pegged Ryan Challinor and Matt Boch as former Harmonix employees, when in fact they are both still employed at the studio. Sorry guys!

  • Harmonix details design process behind Dance Central's Kinect UI

    by 
    Mike Schramm
    Mike Schramm
    11.08.2010

    Creating a functional user interface through Kinect can't be an easy task -- how do you make waving your arms around mean something, after all? Harmonix was confronted with exactly this problem in developing Dance Central, and judging by reviews, the developer figured it out just fine. So what's the secret? The team had to actually teach players how to gesture, using visual and even aural feedback in the game when players got it right. Developer Ryan Challinor told the Montreal International Games Summit this week that in testing, player swipes varied widely across both speed and position, and so the final solution was to make the players react to the game, rather than programming the game to react to the players. A few different solutions were prototyped, however, including the utilization of a cursor, which was dragged around the screen and planted in "notches" to choose the game's songs or options. The team also tried to get players to interact in 3D space, either "pushing" on virtual buttons or "grabbing" and pulling a scroll wheel around. In the end, Challinor said, simply iterating these ideas was the key to solving the Kinect conundrum: The team implemented idea after idea, and then polished the one that worked best. Of course, not every development team responsible for the first batch of Kinect games took this approach. At least one studio seemingly went with its first idea, and then made it as raw as possible.