GD38 2D Projects

GD38 2D Projects

On Wednesday, October 22, 2014 VFS held it’s 2D Projects course presentations, which consisted of 7 great 2D games from the GD38 class. All the games, along with their descriptions and a link to play them are listed below.

 

FALLEN HERO is a 2.5D side-scrolling dark fantasy exploration game where the player goes through a medieval castle collecting clues and solving puzzles to discover the origins of the curse of the main protagonist, the fallen hero. The game mixes a blend of 2D size scrolling exploration with first person interactive sequences for puzzle solving and item pickups.

Developed by Daniel Alcivia Smith, Vitor Castanheira, Alain Marchino, and Jean-Paul Peschard.

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GD36 Pitch and Play

Another term at VFS and another graduating class of game designers hit the stage at the GD36 Pitch & Play event. Four teams of aspiring game designers showcased their games in front of VFS Game Design Staff and industry professionals on October 2ndand were later joined on the production floor as folks played their completed games and built new connections in the games industry.

Game Design department head Dave Warfield opened the night by addressing the audience before passing on the torch to emcee Rick Davidson, who used his charm and wit to engage spectators in the studio and those watching the online stream. Without further ado, here are the four amazing projects that were presented by our freshly baked game designers!

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GD35 Pitch and Play

This August saw the departure of another excellent batch of design students in the form of GD35. The variety and polish of their final projects was truly astounding, and they got a chance to show off all their great work at another Vancouver Film School Pitch and Play. VFS alumni and industry professionals packed into the TV Studio at the Game Design campus one warm evening to see what these students had put together, and the students did not disappoint. Here’s a quick glimpse into the awesome games that were demonstrated for us on stage:

THE EXHIBIT

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Game Art Call-Out

Here at VFS, we don’t mean to brag but we have some incredible projects created by our students, as well as some world-renowned games that have been worked on by our alumni… And as you walk through the halls, you can see how very humble we are. Hundreds of posters of all our students’ and alumnis’ success are posted up everywhere, and now we’re looking for more posters to add to the pack!

This article post is simply a call-out to all our alumni, letting you know, we want posters of YOUR student games and games you’ve worked on in the industry post-VFS.

Please e-mail any art you would like to see grace our halls in a PNG format with an image size of 16×20” at 300dpi resolution to sgrant@vfs.com.

Grad Night for the 35th class of Game Design

Summer is finally here, and once again the Game Design program has a reason to celebrate. It’s graduation night, a night to celebrate, to look back on the year, and recognize the amazing things they have done.

The Graduation and Awards show on August 21st has a mix of parts: one part formal, and one part fun. The formal part of the evening hosted by Tanya Jensenbegan with a congratulatory speech from the Head of Game Design Dave Warfield, then the student-elected class speaker Jamie Thompson took us through an emotion filled story of the past year in Game Design, and finally student selected Instructor speaker Paul Jensen closed the speeches with his insights into the members of this graduating class.

Each of the speakers had some deep insight into what they had just been through, and how to prepare for the coming months, but mostly it was a chance to look back on the year, and look ahead to the bright future this class has. The formalities continued with the handing out of diplomas and the embarrassingly long handshakes that make up that portion of the evening. Congratulations to Marlon, Dustin, Mark and Dylan, all who graduated with honours.

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Hat Jam 5: July 4th ‘Murica Edition

July 4th, 1776. America declares independence from Great Britain. July 4th, 2014. Thirty-six caffeinated jammers band together over 48-hours to create nine amazing games.

Sponsored by local eateries, Fresh Bowl and Scent of a Sandwich, Hat Jam 5 was an amazingly smooth game jam. On Friday, at 5.30pm, the participants gathered in the TV studio to draw their themes out of a hat (all movies related to July 4th). They then had 48-hours with which to create their games from start to finish.

             

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Teaching the Player


Months ago when working on our final student project in term 5 and 6, one of the difficulties of our core mechanic was how to actually teach it to the player. If we told the player verbally how to play while they were experimenting, they were able to take what we told them and what they were experiencing to figure out exactly what was going on. When we got to the point where we were having blind playtests without talking to the players, it became a very different story.

Even if we typed out the exact words that we would verbally tell the player, “When your pack is the opposite colour of the surface, you will bounce. When it is the same color, you will slide.” It took players a long time to figure out exactly what that meant. We tried to simplify it down by introducing the inter-workings of these mechanics down, and trying fancy word graphics that were colored to match what color we wanted you to be, but it still wasn’t enough. Too many player’s still were not able to understand what we were trying to teach them by the end of our tutorial to set them up for the rest of the game.

Pre Alpha Tutorial

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GD34 Graduation & Awards Show

Summer is finally here, and once again the Game Design program has a reason to celebrate. It’s graduation night, a night to celebrate, to look back on the year, and recognize the amazing things they have done.

The Graduation and Awards show on June 27th has a mix of parts: one part formal, and one part fun. The formal part of the evening hosted by Tanya Jensenbegan with a congratulatory speech from the Head of Game Design Dave Warfield, then the student-elected class speaker Daniel Garma took us back through a timeline of  this past year in Game Design, and finally student selected Instructor speaker Calder Archinuk closed the speeches with an overview of the 34 iterations of his grad speech.

 

 

Each of the speakers had some deep insight into what they had just been through, and how to prepare for the coming months, but mostly it was a chance to look back on the year, and look ahead to the bright future this class has. The formalities continued with the handing out of diplomas and the embarrassingly long handshakes that make up that portion of the evening. Congratulations to Guerric, Nicha, Jeremy, Rafe, Jakobsen, Spencer, and Jaymee, all who graduated with honours.

 
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Brian Wood Memorial Internship goes to Guerric Haché

Congratulations to soon-to-graduate VFS Game Design student Guerric Haché (pictured here with Kelly Gies of Relic Entertainment/Sega)! Guerric was selected for the Brian Wood Memorial Internship with Relic Games!

The Brian Wood Memorial Internship was founded by VFS Game Design and Relic Games in memory of the late Brian Wood, who was Relic’s Company of Heroes Online lead designer. Three Game Design students a year are offered the scholarship for a period of four months. The inaugural internship was awarded in February 2011, to Zach Williams. Other recent winners have included: Andres MolinaMaxwell Hannaman, Isaac Calon, Alex Mueller, Carolina Mastretta, Andy Fedorchuk, and James Dodge.

Guerric Haché, our second winner for 2014, will graduate from the Game Design program on June 26, 2014. His graduating game project, Misorderly, which he developed in collaboration with fellow students Jaymee Mak, Jeremy Katsumata, and Keegan Myra can be found here on the Arcade Games page.

 

Lucidity


Calling all gamers!

We started this journey back in August 2013, and what a year it’s been so far!
GD35 is currently in term five and alpha is fast approaching. I am Jamie Thompson, and I am fortunate to be a part of team Lucidity along with Blake Vetter, Cam Hickey, Dustin Williamson and Matt Holland.  Last term we formed our group and started the pre-production phase filled with meetings, brainstorming sessions and a lot of trial and error.  Since coming up with Lucidity it’s been nothing but onward and upward!

Lucidity is a third person 3D twitch puzzle platformer for PC.  Player’s traverse through the mind of coma patient, Gracie Wylde, who is undergoing unconscious hypnosis.  Players are able to mirror jump between two worlds while interacting with their environments as they explore the five stages of grief inside Gracie’s subconscious.  The player can run, jump and wall run/jump.  Through actions of fast paced platforming and light puzzle solving, the mind can be fully explored and a final state of reality can be decided.

 

Production started early last month. Although we have learned so much since starting back in August, I feel as though the real nitty gritty nature of game development truly started being learned in May.  Entering the unknown has been overwhelming at times, but for the most part this has been a very exciting experience.  It has been amazing to see our ideas come to life on the screen.

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