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Welcome to Mechamagizmo

Mechamagizmo is a group of young content-creators who share similar interests and work towards similar goals in their spare time. What you see on this site are the results of those efforts.

Please take some time to click around. You can let us know what you think by clicking on our members' avatars below.

 

I co-founded Mechamagizmo with three beliefs in mind:

  • 1st. If you have two games that are equally as fun, but one makes you better (teaches, exercises, pays, etc.), you'll play that one.
  • 2nd. Exposure to an aesthetic, theme, or mood will eventually have an effect on the player. Negative games can make negative people.
  • 3rd. If you empower your player in a real way, they'll be thankful for it, and everyone in the mix will benefit.

I have a passion for learning, and this extends to new technologies, language and science. This is why you'll notice a wide-breadth of work at Mechamagizmo. This site, the code behind it and the art in it, were made by me. I fall somewhere between designer, artist and engineer, but with the one consistency that I love to create. Mechamagizmo and its member's roles are difficult to define.

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Gizmos

Click below to see some of Mechamagizmo's exciting toys, tools and projects!

TreasureBox 3D

HTML5 WebGL 3D - Fast, Free, Easy!

Get your 3D models working interactively in the browser!

Sure, HTML5 is the future and with WebGL's 3D Context, you can now see 3D graphics in your browser, but if it's available, why doesn't anyone use it? Cause it's hard!

Now it's easy. Real-time lighting, easy-to-apply interactive animations (such as a turntable), bump maps, and more are now at the fingertips of artists and non-engineers!

 

Features:

Web GUI for Customization - Make it look right for the browser IN the browser

Single File Output - 1 HTML page / No linked files! / It just works.

Normal and Diffuse Mapping - Like your own engine or applet without the applet

Preset Animations and Interactions - Add turntables, mouse responses and more with ease!

 

The above tools are the property of Mechamagizmo, its members, and any other mentioned contributors. These inventions may not be used or reproduced outside of this website without the express permission of Mechamagizmo.

 

Playables

Click below to explore and play some of Mechamagizmo's past gaming projects!

Fruitix

 

Fruitix was made for the One-Laptop-Per-Child program and intended for non-English speakers and children. Playing is simple. You have a limited amount of time to move around the screen to collect apples and bring them back to the truck while avoiding enemies and obsticales. More than just a game, Fruitix includes an easy-to-understand level editor!

Created in 36 hours, Fruitix was made by the 4 person Team Ethiopia at the 2007 XO Game Jam in Pittsburgh PA.

Technologies Employed:

Python

Members:

Benjamin Taylor - Artist

Ari Rubinstein - Engineer

Date:

XO Game Jam 2007

Content:

 

Playables: Windows EXE and Level Editor - Images: Promo 1

 

HornyBuns

 

 

 

Cupid has been careless and the rabbit population is running rampant! Only Cupid's antithesis, the demon Veronica, can keep the bunnies seperated long enough to rebalance things.

HornyBuns is a small puzzle/action game that puts the player in the role of both rabbit keeper and rabbit reaper.

Members:

Steven Benders - Game Designer

Ari Rubinstein - Engineer

Benjamin Taylor - Artist

Hee Jun Kim - Sound Designer

Date:

Global Game Jam 2009

Content:

 

Playables: Windows EXE - Images: Screenshot 1

 

RANGE

RANGE is a language teaching game for mobile that, through play, invisibly imparts skills to the player.

Members:

Benjamin Taylor - Game Designer / Artist / Sound Designer

Ari Rubinstein - Engineer

Dawn Rivers - Artist

Date:

Q1 2011 at Rosetta Stone HQ, VA, USA

Content:

 

Tutorial: Tutorial 1 Tutorial 2 Tutorial 3 Tutorial 4 Tutorial 5 Tutorial 6

 

Honeycombing

 

 

 

 

 

 

 

Swipe the combs with your finger to fill them with honey while avoiding stingers. Every time you play, the levels are different, so enjoy the unique experience and see if you can get a perfect score!

Honeycombing is designed to be a quick game that's easy to pick up but hard to master... It's great for passing time on the bus or train!

Technologies Employed:

ActionScript 3, XML, AIR for Android

Members:

Benjamin Taylor - Game Designer / Engineer / Artist / All Content

Date:

Q2 2011

Content:

 

Tutorial: Tutorial 1 Tutorial 2 Tutorial 3 - Screenshots: Screenshot 1 Screenshot 2 Screenshot 3

 

#DodgingDeath

 

 

 

 

 

 

 

Welcome to Kangaroo Island, mate! Let me tell ya about the endangered bush mouse, the Dunnart. Poor little guy is dangerously on the edge of extinction 'cause of these nasty tweeting birds... Can you help 'em by moving him to safety?

Dunnart (1 Player): Use the arrow keys to avoid danger! Eat vegemite to regain health!

Tweeting Birds (Everybody Else): The Falling Rocks aren't random, they're being launched by people on Twitter! Just type the hashtag #DodgingDeath and what you'd like to do. (PS. You can help too!)

Technologies Employed:

Unity, Twitter API, Ruby on Rails

Members:

Benjamin Taylor - Game Designer / Artist

Dawn Rivers - Artist

Ari Rubinstein - Engineer

Date:

Global Game Jam 2011

Content:

 

Twitter: Feed

 

 

Games

Click below to explore and view some of Mechamagizmo's past gaming projects!

Project SOUDA

Summary:

Created immersive applications for the Microsoft Surface table as part of a 11-man-team research group.

This was a contracted project with Lockheed Martin.

Technologies Employed:

Microsoft Surface

Members:

Benjamin Taylor - Art Director / Designer

Date:

December 2008 – May 2009

Pitch

 

Pitch is a multi-player card game about collaborative game making! It was created for the 2006 SIGGRAPH Sandbox Symposium and was given to all convention-goers.

Gameplay is simple: Everyone is given 5 random cards with adjectives written on one side. One the other side is written one of five roles in a game development process: Game Designer, Sound Designer, Artist, Engineer and Producer. Players then go around and find others with cards, mix and match adjectives, and lay five out in a row with one card for each project role. Then, from those adjectives, they write a game Pitch! The results are wild, fun and creative! It really gets your juices flowing.

Material Description:

Card Game (Custom deck, card envelopes with rules, box)

Members:

Benjamin Taylor - Designer / Artist

Date:

Summer 2006

Content:

 

Gameplay: Artifact 1 Artifact 2 - Photos: Cards Promo Materials Packaging

 

Alchemy

 

 

 

 

 

 

 

Alchemy is a classic-style board game where players role dice to transmute base metals into precious stones and mystical artifacts.

Materials Description:

Board Game (Wooden, laser-etched board, glass marbles in velvet bags, 3-sided die, 6-sided die, 8-sided die)

Members:

Benjamin Taylor - Game Designer / Builder / Artist / All Content

Date:

Q1 2009

Content:

 

Materials: Artifact 1 Artifact 2 Artifact 3 - Gameplay: Materials List

 

Flee Flea

Summary:

You're an honest, hard-working flee trying desperately to work your way up and out of the house. The problem is, the levels you have to traverse to get out are the heads and hides of things that are dead-set on exterminating you! Dodge hands, claws, combs and delousing sprays to escape the hairy situation you've got yourself into.

And to make matters worse, you've ticked off the dangerously tricky tick Kagemaru. You're on his turf, and he'll trip you up any way he can.

Members:

Benjamin Taylor - Game Designer / All Content Creation

Date:

December 2006 – May 2007

Tiv the Thaumaturge

 

Summary:

A side-scroller where you play as a magic-embued school teacher tasked with "enlightening" your demonically possessed students.

Members:

Benjamin Taylor - Game Designer / All Content Creation

Date:

December 2006 – May 2007

Usagimaru

 

 

 

 

 

 

 

Summary:

Designed a ubiquitous digital "cork board" for display on both smart mobile and large public touch displays.

Members:

Benjamin Taylor - Art Director (Pipeline Development, Branding and Asset Creation) / Design

Client:

Sharp Electronics Japan

Date:

December 2007 – May 2008

Toybox

 

 

 

 

 

 

 

Summary:

Designed a suite of telecommunication experiences and computer-vision applications to connect people world-wide via their TVs.

Members:

Benjamin Taylor - Game Designer / All Content Creation

Client:

Sharp Electronics Japan

Date:

December 2007 – May 2008

The above tools are the property of Mechamagizmo, its members, and any other mentioned contributors. These inventions may not be used or reproduced outside of this website without the express permission of Mechamagizmo.