Mason Smith

Instructional Assistant Professor
Curriculum Vitae

Quick Information

Contact

Office Hours

By appointment

Affiliations

  • Technical Art & Interactive Media (TAIM)
  • TAMU PVFA Gaming Faculty Cluster
  • International Game Developers Association (IGDA)
  • European Alliance for Innovation (EAI)

Helpful Links

Biography

Mason is an Instructional Assistant Professor in the PVFA with focuses in computer animation, game design, and virtual reality.

Beginning in 2011 at Brigham Young University’s Pre-Animation program, he received instruction and mentorship from Disney animator Cynthia Hogan (AladdinBeauty and the Beast) and DreamWorks’ Steve Hickner (Prince of Egypt, Bee Movie). From 2016 to 2019 he worked as a technical animator and motion capture pipeline developer in the e-learning/games for learning industry.

Mason has published several computer games, including 2022’s FAITH: The Unholy Trinity, and SUMMER NIGHT for the Dread X Collection (2020). He has developed promotional tie-in games for IFC Midnight’s The Wind and HatchingExtra Ordinary by Good Deed Entertainment, and Discovery+’s Attack of the Murder Hornets documentary.

From 2018 to 2022 he was a graduate researcher and lab manager for an NSF-funded VR study assessing spatial ability/cognition in futuristic work environments. His current research examines the formal and functional boundaries of virtual worlds and the integration of computer game worlds and architecture.

Education

Master of Science

Texas A&M University Department of Visualization 2018

Scholarly Interests

Virtual worlds, virtual reality, psychology in games, game worlds.

Courses

VIST 370

Interactive Virtual Environments

3 Credit Hours
VIST 489

Special Topics In: Game Level Design

3 Credit Hours
VIST 489

Special Topics In: Character Animation

3 Credit Hours
VIST 206

Visualization Studies Studio I

3 Credit Hours
VIST 235

Theory and Practice in Visualization

2 Credit Hours
VIST 439

Capstone Proposal Development

1 Credit Hours

Projects + Creative Works

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  • FAITH is a computer game series I developed between 2015 and 2022, published together as FAITHThe Unholy Trinity under contract with New Blood Interactive.

     

    The series is a  horror-themed adventure set during the “Satanic Scare” of the 1980s in North America and inspired by the 8-bit era of classic gaming. FAITH’s design is an application of the interactive design and computer animation skills that I developed as a student in the Visualization program. I spoke on its design at the Game Developers Conference in 2019 and 2021: The Art of FAITH: Horror at 192×160 Pixels and MORTIS 101: ‘FAITH’s’ Horror Design Toolkit.

  • Information on NSF website: https://nsf.gov/awardsearch/showAward?AWD_ID=1928695&HistoricalAwards=false

     

    The goal of this research is to enable the future workforce to work in unfamiliar environments, including desolate hard to reach places such as: deep space, low Earth orbit, deep ocean, and polar regions. The research team will introduce a new cost-effective educational platform combining Virtual Reality (VR), Eye Tracking and electroencephalography (EEG). This platform will inform design principles for scenario-based simulations and games to train the future workforce to adapt to and work in altered environments. The main goal is to understand how spatial cognitive processing differs in altered gravitational and visual environments, and how VR-based simulation can accelerate training the nation’s future workforce to adapt to such environments. The research team integrates the principles of information modeling, VR, fixation analysis, EEG, and aerospace engineering to conduct the proposed research on spatial cognitive processing in altered conditions.

     

    Specifically, the research team will address how, and to what extent, the non-alignment of visual and idiotropic frames of reference (FOR) and a lack of visuospatial cues offered by familiar landmarks influence spatial abilities, fixation patterns, and brain functions. This study will: (1) measure spatial abilities through behavioral tests, and contrast scores and reaction time in simulated normal and altered environments; (2) measure and analyze cognitive strategies and mental workload using eye tracking and electroencephalography (EEG) and contrast results in simulated normal and altered environments; and (3) apply the results of spatial abilities, attentional allocation, and mental workload to create the framework of a simulation or game to train the future workforce to work in altered conditions.

     

    The proposed research will lead to inventing, evaluating, and applying innovative methods and tools that use VR, eye tracking and EEG to design scenario-based simulations and games for workforce training. This study will create new knowledge in the behavioral and physiological domains of cognitive science leading to a better understanding of spatial cognitive processing in altered environments. The broader impacts of this work include developing a unique, safer, and cost-effective approach to train workers using virtual analogs and augment their spatial abilities to enhance their safety, quality of work life, productivity, and potential for more people to participate in the future workforce. Broader impacts also include developing educational course content and increased mentoring of underrepresented student groups. Educational activities include a strong outreach program for K-12 and college students to increase their participation in careers in science, technology, engineering and math (STEM), inform them about the future of work in altered conditions, and explain how a human-technology frontier can bolster spatial cognitive performance.