HYPEBEASTRAMA.

Summary:

Hypebeastrama is a ball game inspired by hypebeast culture. To play the game, you move the ball and try to hit all the brands surrounding it. As you hit each brand the game makes a sound that is inspired by trap music (I wasn't able to add this component in time). As you play the game and hit each brand, the counter goes up. Once you hit the last brand, you win the game! Hypebeastrama is a fun and innovative way to express hypebeast and trap culture. This awesome new-media game allows us to see these brands in a new and exciting way.

Inspiration:

Ever since I can remember I've always been intrigued with brands, style and fashion, and why particular brands were so popular and exclusive. I realized that there was a culture surrounding these brands. The people who wore and represented the products of these brands, such as celebrities and wealthy individuals, as well as the "hype" formed around these brands makes people want to get new releases and causes the brands to be in high demand. In fact, people go through crazy lengths to get these new releases, such as standing on a long line in the freezing cold or spending thousands to get their hands on items. The brands that stand out the most were skate brands, sport brands and luxury brands. I didn't know how far and deep this culture went until I met my boyfriend, who introduced me into this whole world of sneakers and exclusive releases. After watching a video called "Logorama" I wanted to imitate the world in that video and create a game out of that.

Research:

When we learned about Unity in class, I thought "how cool would it be to have my own game🤔." I became interested in making things move, and designing game features. Also, I had prior experience with Unity, but never really fully ventured into it, so this was my chance to create a game! The website http://www.molleindustria.org/ really stood out to me. The provocativeness of the games and the message that stood behind them. I wanted to imitate that and create a game that projected hypebeast culture from my perspective. My interest in this site allowed me to research how to make games using Unity. Learning how to make the Roll-A-Ball game by watching youtube, made me want to design the game through a growing culture.

Process:

I started by watching the Roll-A-Ball youtube tutorial to learn how to make the ball game on Unity. I had to create scenes, materials, buy assets in the Unity asset store, edit certain templates in PhotoShop and code using C# Script. The coding was the most fun, because I was telling the ball what to do when it moved and when it hit a brand.

A. The first line of code I had to write was for the CameraController:

public class CameraController : MonoBehaviour { public GameObject player; private Vector3 offset; // Use this for initialization void Start () { offset = transform.position - player.transform.position; } // Update is called once per frame void LateUpdate () { transform.position = player.transform.position + offset; } }

This makes the camera follow the ball's every move.

B. Next I coded a PlayerCotroller:

public class PlayerController : MonoBehaviour { public float speed; public Text countText; public Text winText; private Rigidbody rb; private int count; void Start () { rb = GetComponent<Rigidbody> (); count = 0; SetCountText (); winText.text = ""; } void FixedUpdate () { float moveHorizontal = Input.GetAxis ("Horizontal"); float moveVertical = Input.GetAxis ("Vertical"); Vector3 movement = new Vector3 (moveHorizontal, 0.0f, moveVertical); rb.AddForce (movement * speed); } void OnTriggerEnter(Collider other) { if (other.gameObject.CompareTag ("Pick Up")) { other.gameObject.SetActive (false); count = count + 1; SetCountText (); } } void SetCountText () { countText.text = "Count: " + count.ToString (); if (count >= 12) { winText.text = "You Win!"; } } }

These commands tells the player (the ball) to do certain things during the game. For example, when the ball hits a brand object, the object disappers. This is calleed a rigidbody cmponent. It triggers the object to disappear when the ball "collides" with an object.

C. The last command I coded was a Rotator:

public class Rotator : MonoBehaviour

{

// Update is called once per frame

void Update ()

{ transform.Rotate (new Vector3 (15, 30, 45) * Time.deltaTime);

}

}

This tells the ball how fast to rotate per frame.

After creating the actual game, I started decorating it. I bought a free grass asset from the asset store to make the "Ground" grass. Then I started putting the brand logos on the "Pickups" which are the brand objects.