MLB HOME RUN DERBY X: THE CAGE
'You don't normally see home runs smashed in the centre of London. Weird, I know. Fortunately, Home Run Derby X: The Cage is here to change all of that.
As the main showpiece of this weekend's fan festival held during the London Series, HRDX: The Cage is looking to provide fans with a whole new kind of home run derby. Not only are the rules different, with target hits and defence playing crucial parts -- but the gameplay is different, too. That's because this derby blends real baseball action with Unreal Engine, letting fans and players see dingers bashed past iconic Nelson's Column.'
I worked with MLB and Imagination to bring MLB’s Home Run Derby X to take over Trafalgar Square.
The centrepiece of this takeover was a batting cage with a Large LED screen featuring an Unreal Engine application that took tracking data from the hit baseballs and displayed them in a 3D representation of the Square.
My role was Technical Creative Lead, and I was tasked with conceptualizing and developing the interactive application that functioned as a giant arcade-style batting game for professional/celebrity games and visitors to the event.
The centrepiece of this takeover was a batting cage with a Large LED screen featuring an Unreal Engine application that took tracking data from the hit baseballs and displayed them in a 3D representation of the Square.
My role was Technical Creative Lead, and I was tasked with conceptualizing and developing the interactive application that functioned as a giant arcade-style batting game for professional/celebrity games and visitors to the event.
We took over the Iconic London Landmark for three days and had over 40,000 visitors across the long weekend.
The application used Proprietary software to calculate launch velocity and angle from when the baseball was struck. This data was passed via WebSockets to the Unreal Engine application which used physics simulation to visualise the flight path of the ball in 3D space.
The distance was converted into a points-based scoring system, with a multitude of possible bonuses including floating targets that multiplied the score if a ball passed through them.
The App used registration data from an iPad host controller that allowed the relevant players to input their names which in turn displayed the relevant scores for the teams and individual players.
The application used Proprietary software to calculate launch velocity and angle from when the baseball was struck. This data was passed via WebSockets to the Unreal Engine application which used physics simulation to visualise the flight path of the ball in 3D space.
The distance was converted into a points-based scoring system, with a multitude of possible bonuses including floating targets that multiplied the score if a ball passed through them.
The App used registration data from an iPad host controller that allowed the relevant players to input their names which in turn displayed the relevant scores for the teams and individual players.