The GD 39 Pitch and Play on July 30th, 2015 turned out some really impressive games presented to a variety of professionals from the games industry.
I enjoyed the evening and was glad to get a glimpse of what to expect when I present my own game, Shroud, later this year.
This is a third person 3D base defense RTS game set in a magical land of floating Islands.
David Salazar – Artist / Programmer
Jarvis Gibb – Level designer / Environment Artist
Ian Blyth – UI Programmer / Animator
In this game the Golem Guardians are the key to the land. Players craft these Golems who form an entropy circle that helps to guard the player at night. The music of the game is atmospheric, and as nightfall approaches it changes to create a different mood alerting the player to impending danger. On moving through this magical world the players must find crystals that are used to create the Golems that protect their very existence. This game is set in a lush world containing many areas to explore and has a unique visual style and colours that contribute towards the fun elements of the game. The game was developed in Unity and the team overcame a number of challenges in order to produce a quality game that they are undoubtedly proud of.
This is a 2.5D rhythmic platformer game where players control Hikari, the light keeper of the planet Harmonia.
Diego Lopez Sanchez – Project Manager / Programmer / Front End Designer
Jake Waugh – Programmer / Gameplay Designer
Joseph Kazma – Level Designer / Narrative Designer
Teofilo Gonzalez – Character Designer / Environment Design / Animator
In Hikari, players control a Light reaper who defends the world against the darkness of Yami by collecting orbs of light. Hikari is all about the music that becomes hypnotically addictive. Throughout the game players receive both audio and visual feedback when collecting light orbs. The visual style of the game is enhanced by the clever use of shaders and bright colours, as players traverse through a world of light and music. The art and use of light and colour make the game visually pleasing. The game was developed in Unity 5 and the team was able to synchronize the character, enemies, orbs and music using a grid that allowed the notes to be manually placed throughout the entire track for seamless integration into the gameplay.
This is a 3D first person shooter game in which the player can select one of three unique classes of weapon.
Roger Jorza – Level Designer
Nicolas Garzon Teran – Programmer
Yinzhi Huang – Artist
Brayden Bertrand – Programmer
Duncan Simms – Project Manager
The visual style of Trinity is instantly eye-catching and immediately draws the players into the game. It is a first person shooter game where players are able to teleport to different locations on the map. There are three classes of weapons with unique abilities that the player can select: Shotgun, Assault Rifle and Sniper Rifle. In each level there are capture points and enemies with varied behaviors. To provide the player with satisfying feedback the team focused heavily on particle implementation and character animations. The game was developed in Unity 5 and the team considered the Level Design carefully with multiple paths in each level, elevators to enhance verticality, and distinct cover for each class of weapon.
This is a 3D action-brawler game in which a lumberjack must summon clones of himself in order to defeat evil logging robots destroying his forest.
Sara Stern – Programmer / Level Designer / Project Manager
Maxwell Burgess – Systems Designer
Claes Lewenhaupt – Level Designer / UI Designer / Animator
Taylor Shorten – Artist
The player in the game a lumberjack, Jack Lumberman, who has lost one of his hands to the evil robot logging tools. He is able to use both light and heavy attacks while fighting these robot enemies and can summon clones of himself that come to his aid when he takes damage. The art is based on the style of modern illustration combined with inspiration from Vancouver’s own temperate rainforest environment. Each of the different characters has a simple and recognizable silhouette and player feedback is provided by the use of multiple particles, screen shake, and specific animations when the player hits an object. The game was developed in Unity and the team was able to create a rewarding combat experience combined with interesting visuals and animations that make the man versus robot theme come alive.
Anomaly: Opening Night
A third person 3D thriller game where players must investigate a theater while dealing with possessed mannequins, an unstoppable creature, and hallucinations that change their perception of reality.
Kurin Laing – Level Designer / Narrative Designer
Derek Brouwer – Animator / Rigger
Brian Atuh – Gameplay Designer
João Pinho – Project Manager / Narrative Designer
Bruno Miguel Tamer – Programmer
In Anomaly the player is an armed investigator who moves through an old deserted spooky theatre. The echo of background music and low light levels create an atmosphere of chilling suspense and impending horror. Animated mannequins appear to block the path and shadowy figures and ghosts abound. The player must use his gun to fight the creepy monsters as he works his way around the otherwise empty theatre and tries to close the rifts to escape. The main antagonist, Thespis, creates tension in the game by moving through sections of the theater in a frightening and intimidating manner. The story and environment were created first to produce a concise, creative vision to ensure that the game has a clear beginning, middle and end.
The in-game cinematics and sounds are chilling and there is a sophisticated event system allowing control of cut-scenes and other events within the game. A series of mirrors throughout the levels allow players to not only see their own reflection, but a series of terrifying visions. Thirteen hallucination effects were added to the game to help break up gameplay and make the player feel uncomfortable. Surprising and interesting events occur throughout the game to add to the player’s feeling of disorientation. The game has multiple endings that add interest by allowing it to be played repetitively with renewed interest. The game was developed in Unity and the Anomaly team gave an engaging and effective presentation in describing their game.
This is a third person, three versus three, 3D MOBA game where players fight for control points.
Andreia Gonçalves – UI Artist / Programmer
Meabh McCarthy – Network Programmer
Alan Porto da Silva – Programmer
Benjam Spialter – Level Designer
Milton Ferreira da Silva Dias Neto – Modeler / Animator / Gameplay Designer
Steve Macias-Carranza – Technical Artist
In TIB there are two spirits called Tiblings that players control. The map consists of floating Islands with Artifacts spread throughout that players can collect. This MOBA game allows players to choose from two different teams and enjoy frantic fun as they fight for control points. There are two lanes and three control points in a small environment to emphasize fast paced gameplay. To highlight the dynamic elements of gameplay the cover system allows freedom of movement while still remaining balanced. The team focused greatly on player feedback with hit effects, screen shakes and particles. The game was developed in Unity which does not have networking classes, hence the team created ones themselves to provide more versatile optimized code.
This is a 90’s themed third person 3D Action Racer game, in which the Keeper of the 90’s must roller blade in order to kick Y2K robots back to the future.
Michael Carter – Project Manager
Michael Ventura – Level Designer
Aaron Mumm – Artist
Todd Shindruk – Programmer
One of the distinctive elements of Radically Inlined is the implementation of the ground-pound mechanic. The game has a unique 90’s feel with crazy colours and bold expressive text giving visual feedback to the player as they move through the level. Each level has a sense of verticality as well as multiple paths. There are many different areas for players to explore such as: lakes, city, sky and space. Also, there is an online leaderboard and a dramatic final boss level. This is a fast-paced game developed in Unity with constant movement keeping the player engaged and on track.
A common theme throughout the presentations was the pride that students expressed on their achievements in creating their games. It’s easy to appreciate the amount of hard work and dedication that went into creating these polished visually appealing games. The questions and answers were lively and entertaining, and it was an experience to remember. I would like to thank all those involved and hope that all the hard work of the students will pay off in the future.