I, Christopher O'Beso, am a Game and Interactive Experience Designer that specializes in video games, AR/VR and Mobile games and experiences, currently residing in Duvall, Wa.
I am very passionate about creating stories. These stories range from the games and experiences I create, the stories that are generated naturally from making these experiences or the stories that others tell me about playing the things I have built. It is all a driving force that continues to push and drive me to work harder than I have before to find the next great story.
Design acumen and empathy for the user as well as experience in identifying and working towards fun and engaging experiences makes my principles an ideal canidate for prototyping new experiences and game ideas, as well as the process for which to build things experiences.
Tower of Babble is a fun new mobile game that combines word building with block stacking in a fun new experience where the player must build the tallest tower they can from the words they unscramble to make your very own Tower of Babble.
I worked in a collaborative environment with the team to outline their project and discussed and reviewed design principles, content and UX. Currently working on designs and mockups for the next update of the game.
Kinect Star Wars is an experience built for the Xbox 360 and Xbox Kinect. There are several modes in the game and I worked on two of them. The first is Rancor Rampage. In Rancor Rampage you control various Rancors from the Star Wars universe as they rampage through different destructable environments in the same universe. I designed and built the Mos Espa level and bug fixed and maintained the other levels in the mode.
Kinect Star Wars is an experience built for the Xbox 360 and Xbox Kinect. There are several modes in the game and I worked on two of them. The second is Jedi Mode. In Jedi Mode you played through the story of a Padawan fighting in different areas with other Jedi and against hordes of various enemies. In this mode I worked on the Speeder Bike levels. These were transitional levels where the player fought their way through waves of enemies in an on-rails experience with minor cutscenes and events.
Kinect Fun Labs is a group of smaller experiences that were built to showcase the technology that the Xbox 360 Kinect could perform and how that technology could be adapted to games and gameplay. I worked on one of these showcase experiences called Kinect Fun Labs: Bobblehead. In the experience the player would scan in their face and it would be mapped to a bobble head. Then they would be able to pose the Bobblehead and place it in the environment. Once its placed they could play with it, knocking the bobblehead around.
HoloLens was a once in a lifetime product and team to work on and with. HoloTour was even more so. From the first demo that I and 2 other people worked on to bring to life, to prototyping the capture sessions that enable the team to go capture on site, prototyping transitions and moving panoramas, getting the final concept together for the Tour Guide and the visuals that accompanied her tour, I am really proud to have worked on this.
Worked with a team to prototype a development process that could engage with external partners, concept with them and build an experience and proposal/estimate for work in 2 weeks. Then led several engagements with external partners as we worked with them to concept and build short demos of experiences that aligned with their companies goals and objectives.
Collaborated with a large team to create a next gen experience for the Cannes Lions Festival of Creativity 2015. We built an advertising/marketing experience for HoloLens that showcased a highend watch sales pitch and the magic of what we can do with holograms. This showcase also highlighted the idea of building these experiences directly in HoloLens.
Microsoft Edge was given the task to update the version of Edge on the Xbox One from its current iteration to the new code base so that all versions of Edge on all platforms ran through that same code base. I was given the task of modifying the Edge experience for controller and the 10ft experience on a tv.
Math Ship is a concept that I came up with after discussions with a close friend of mine. The concept is to help make repetitive arithmatic lessons less laborous and more engaging by changing the way the user engages with the content. This is a prototype that I built in about 48 hrs spanned over a week. More itterations on this prototype are to come!
The Supers is a top down sprite brawler based on comic book heroes battling it out in an arena. Each hero has an attack ability and a defensive ability that they can use to fight with. It is loosely based on the concepts of the arena on Sakaar and Civil War stories in the Marvel universe.
The Supers is a project that I have worked on with a close friend of mine for several years. It has gone through many itterations and rebuilds and it currently is going through another. It has been a great platform for me to learn how to build games from scratch and hone best practices and dos and donts for making a game. Updates and a showcase coming soon!
Progress is a shmup game I have been ideating on for a number of years now. The concept is that of a corrupted game. In the game you start as the last vestige of the uncorrupted game and have formed a ship to fight back the corruption. Enemies are made of corrupted bits. As you destroy them, the bits become uncorrupted and as you collect them you start to build the uncorrupted game back up.
I currently have a basic build and am working through gameplay concepts as those have changed in the last couple months. More on this coming soon!
Years of Experience Building and Shipping Experiences and Products
Design Patents in Ar/Vr and User Experiences
Shipped Games, Ar/Vr Experiences and Platforms
Different Platforms Developed for, including: PC, Mobile, Xbox, Playstation, HoloLens
Industry Standard Tools, Languages and Practices
Hours of Building, Learning, Making and Playing in one of the best Industries in the World and Counting!
More than just a designer, I have extensive knowledge in applications such as 3ds Max, Maya, Blender, Photoshop, Illustrator, Powerpoint, Onenote, Word and Excel
Team player extrodinare! No experience is built by a single person. Feedback, direction and collaboration all contribute in the creation of a product
Passion for engaging experiences drive me to make better products, think of new interesting ideas and spaces while also ideating on the process we use everyday
Learning is a driving force, as the more I learn, the more I have experienced and the better idea I have for what people want and will enjoy in an experience
Production understanding combined with techincal & art skills, enable empathy and close collaboration with all disciplines, creating strong team connections