Tag Archive: Student Games

Gnomes!

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Gnomes was a game produced in the final semester of the Abertay MProf project for Sony.  The project was to take a Unity prototype developed in semester two and convert it from Unity and PS Vita to the Playstation 4 while using the PhyreEngine framework. In the game, you play as two gnomes who, after stealing a removal van, are stealing items from an old ladies’s house. Players have to steal as much as they can and escape before the real removal van appears while also trying not to be revealed as Gnomes by the granny. This is made more difficult by the gnomes short stature, forcing them to stand on each others shoulders to maintain the illusion but causing them to be susceptible to over balancing, especially while carrying the loot.

On this project I was part of a 15 person team including artists, designers and other coders. I took the role of Gameplay programmer, focusing on the game implementation of the game’s core mechanics:

  • the player character’s balance
  • the ability to carry (and drop) objects
  • a box to ease the carrying of multiple objects

This required the use of the PhyreEngine’s built in tools (such as a component system) as well as talking with the designer to both gain the direction they wanted and be able to communicate the tools need to modify the created systems (such as a LUA script to control the balance and custom editor components for the steal-able items). In addition, several of my created systems overlapped with other parts of the game, requiring tight co-ordination with the rest of the team

In addition, I also helped in the implementation of the audio system, communicating with other programmers who had moved onto other tasks and projects and the audio designer himself. This utilised the FMOD framework to ease integration of the audio designer’s vision.

The game was demoed at Protoplay between the 7th and 10th of August 2014. During that time, the public seemed pleased with the game citing the art style and the difficult but humorous gameplay. In addition, we spent the following weeks to work on bug fixing and final improvements

Media

Video:

Images:

Legal Note

Please note all elements of this project, including images and video displayed on this page belong to Abertay University and Sony

 

A Clockwork Disaster

main_menu_background A Clockwork Disaster is a 2D puzzle platformer prototype developed in my second term on the MProf course at Abertay.

The brief was provided by Sony and was designed to target the Playstation Vita, utilising some of its key and unique features. After a short pre-production stage, we settled on a puzzle platformer design while using the hand painted artstyle produced by our artist. The key feature was the main character’s ability to adjust time – by using the front or rear touch screen, players are able to speed up and slow down time.

My responsibilities on the project were originally the creation of the time manipulation gameplay and the objects associated with it, the integration of the character’s animation and working with the audio designer on implementing the music and sound effects.

This project was implemented via Unity with the coding written in C#. We took advantage of Unity’s extensible nature and utilised the Sprites and Bones plugin to make the animation of the character faster and more streamlined than using a frame based system.

The Team

Art: Sam Heisler

Design: Charlie Reily, Gavin Stewart

Programming: Michael Charge, Stuart Martin

Sound: Ronan Quiqley

Media

Please note: All aspects of this project belongs to Abertay University.

W.A.M.

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W.A.M. (or Whack A Mole) is a simple 2D games prototype developed in my first term on the MProf course at Abertay.

The brief was to produce a simple game demo designed to be played on a mobile device based around three titles (“Impact”, “The Few” and “A New Day”). Our design was based around Impact and we created  a Whack A Mole game featuring multiple different types of mole, a scoring system with music and assets created in house for the game. The control scheme is entirely tap based, designed to be quick to pick up and play.

The project was implemented primarily in Marmalade 6.2 using C++ and the IwGame Engine available here, especially utilising the XML setup functionality in IwGame. The game has been tested on Android phones and tablets and shows the controls to be ideal in their intended environment. Feedback from classmates and tutors has been positive.

In order to continue development, the game is currently being converted to Unity from Marmalade due to licensing.

The Team

Art: Mustafa Cetiner

Design: Sean Winston

Programming: Michael Charge

Sound: Anthony Sheridan

Download

Source code may be available September 2014 pending the conclusion of the MProf program.

Media

UnderCurrent

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As part of my final year, I took part in the Advanced Games Development Module. This module is designed to introduce the various different disciplines (artists, animators, programmers, designers and sound designers) into working with each other to create a working game prototype within 7 months.

I was part of a team working with the Unreal Development Kit, a free version of the Unreal Engine 3. This was selected early in development by the design team as it was the platform they were most comfortable using. This meant that I had to learn UnrealScript as well as creating new gameplay systems.

For this module, I received a 1st. The game is being continued by elements of the team at Hammerhead Interactive.

Download

An executable of the latest build is available at https://share.oculusvr.com/app/undercurrent

Media

UPDATE: UnderCurrent has been making the rounds of various gaming sites after the release of our alpha gameplay video went up

Joystiq: UnderCurrent aims to bring deep sea exploration to Oculus Rift

Polygon: UnderCurrent uses Oculus Rift for a deep sea exploration simulation

PC Gamer: UnderCurrent bringing deep sea exploration to the Oculus Rift

VG247: Oculus Rift goes deep sea diving in UnderCurrent

NBC News: Explore the ocean floor with virtual reality

Alpha Gameplay Video

My main role was in writing a series of gameplay affecting fish that the player would interact with to change their speed or other properties. These are visible in the proof of concept video below.

Gameplay System Proof of Concept

Initial Proof of Concept