Project Leads: Alan Landau (project lead), Andrew Gassen (lead design), Scott Pellico (lead artist), Tim Tryzbiak (lead programmer)
Artists: Michael Bakerman, Kenneth McClure, Li Fan, Casey Jo Boehm, Jagadeesh Jaykumar,
Producers/Designers: Andrew Bertino, Justin Lynch, Jon April, Geoff Sholler, Joseph Hannes
Programmers: Zach Ellsbury, Joseph Virgin, David Agabin
Tools: Unreal Development Kit – UnrealScript, Kismet, C++
Project length: 8 months (Finished 08/05/11)
Project Leads: Justin Lynch (Project Lead), Aaron Sagan (Design Lead), Luke Gamble (Lead Artist), Zach Ellsbury (Lead Programmer)
Artists: Li Fan, Priscilla Landerer
Producers/Designers: Bryan Hossack, Geoff Sholler
Programmers: Valmín Miranda, Wyck Hebert
Tools: Unreal Development Kit – UnrealScript, Kismet
Project length: 7 weeks (Finished 02/25/11)
Erado was one of the capstone projects I worked on during my time at the Florida Interactive Entertainment Academy (FIEA). During the 7 week pre-production phase, our team designed and prototyped the core mechanics and systems of the game to create a “vertical slice” of our vision for the game. This vertical slice was then presented to industry execs and the FIEA faculty, along with four other competing projects, in the hopes of being green-lit to take the game to full completion over the following 6 months.
Erado is a game centered around a small, unnamed girl whose homeland is invaded by a technological Empire who subjugates all those they conquer. Separated from her parents and entering a deep depression, she is slated to be executed. At her execution, she closes her eyes, and with her last thought, wishes that something or someone could make all of her misery disappear. Unbeknownst to her, she involuntarily summons a demon of destruction, who frees her from her captors in exchange for becoming soulbound to one another. Together, they seek out the girl’s parents; the girl hoping to reunite with those whom she loves the most and the demon encouraging her as a means of destroying the earthly world he has long been without.
Teammates: Fernando Rivera (Designer), Michael Bakerman (Artist), Luke Gamble (Artist), Shabnam Sabbagh (Programmer)
Tools: Unity – C#
Project length: 2 Weeks (Finished 12/07/10)
The fifth and final round of Rapid Prototype Production at FIEA was one of the most intriguing, as all of the teams got to choose which of the previous RPP games they wanted to continue developing and polishing. My team decided to continue work on the 2.5D side-scroller Autoscopy. This game told the story of a man who had been in a car accident, and the player controls their detached soul chasing down their body as they run through the streets of the city in an out of body experience. Our team decided to rework the mechanic of the game and change the focus somewhat. We decided to concentrate on the idea that it was a near-death experience rather than an out-of-body experience. The game became about a detached soul escaping an ethereal world, making his way back to his body in the physical world.
Game: Crowd Control
Teammates: Fernando Rivera (Designer), Scott Pellico (Artist), Marlowe Rosenbaum (Artist), Jay Sternfield (Programmer)
Tools: iPhone – Objective-C
Project length: 2 Weeks (Finished 10/26/10)
During round 3 of our Rapid Prototype Production course at the Florida Interactive Entertainment Academy, we were tasked with the challenge of creating a game that emphasizes emergent gameplay. Our team decided to venture into the realm of the iPhone, choosing iOS as our target platform for the game.
During the first week of our two-week project, we created an elaborate concept of a population simulator in which the autonomous characters would interact with each other based on several different character attributes. However, we quickly ran into several design issues regarding player interaction, character interaction formulas and the overall player objectives in the game. After a less-than-ideal interim presentation, we decided it was time to refocus the direction of our game.
Game: Sax and the City
Teammates: Justin Lynch (Designer), Aaron Sagan (Designer), Scott Pellico (Artist), Jagadeesh Jaykumar (Artist)
Project length: 2 Weeks (Finished 10/05/10)
During round 2 of Rapid Prototype Production at FIEA, my team and I were tasked with the goal of creating a story-driven game, from concept to full prototype, in 2 weeks. Our team of 2 producers (Justin Lynch, Aaron Sagan), 2 artists (Scott Pelico, Jagadeesh Jaykumar) and 1 programmer (myself) decided to take an unusual approach to our game, creating the music-driven storytelling game now known as “Sax and the City”.
The story of Sax and the City begins with the happy and colorful protagonist departing the train and walking into a bleak and dreary 1920′s Chicago. As he explores the bleakness of the city, he is saddened and all of the color drains from him. While his sadness grows, he comes across a happy bassist who is playing his instrument on the street corner, bringing joy to the nearby citizens. Upon seeing this transformation, our hero cheers up and realizes that he too can bring color back into the city, simply by playing music with his saxophone. He then teams up with the bassist and begins his quest to restore happiness and color to Chicago.