Archive for the ‘ Challenges ’ Category

Delirium: A Postmortem

Roughly two years ago, I began work on a project that would later become known as “Delirium.” The project was intended to be a 2D horror platformer made in XNA, and over the course of its development, was featured in university publications and sponsored by our university to attend GDC in hopes of showing off the game. Despite the wonderful efforts of the team and all of the hard work we put into the game, it was never released past an early demo, and the project ultimately ended in May of 2012. Although this post is long overdue, I chose not to write up a postmortem until the realizations of our successes, failures, and what we learned had fully sunk in. The following write-up will examine what exactly the Delirium team did right and wrong, why the project failed, and what we can take away from it all, even a year later.

 

team_delirium

 

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Tips & Tricks: Let’s Build a Level!

I have an assignment for my advanced level design class where we have to create a level with only three or four lights. I found this assignment to be rather enjoyable, and thought I would share exactly how I built the level. So if you’re interested in my level design process, or just curious how limited lighting can be implemented, keep reading!



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Speed Design Challenge: Ninja Love Massacre

For one of my last assignments in my Game Design Workshop class this semester, we had a speed design challenge. We came into class, split into groups of five, were given ridiculous names from a random name generator for video games, and were told to create a game using the name we were given and a pack of 100 different colored index cards. In the pack of index cards, there were 10 each of the colors pink, purple, green, blue, and yellow, and were given the opportunity to manipulate the cards in any physical way we chose. We were timed on completing different aspects of the challenge, while the goal was to create a fully playable game. The title of our game was Ninja Love Massacre.


Here is an approximate of how the time was to be used in class:
5 minutes to create a concept and rules
5 minutes to make a prototype
5 minutes to play test
5 minutes to revise
5 minutes to play test
5 minutes to revise
5 minutes to play test


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Level Design Challenge: 2 Days, 2 Levels

Last week, my Level Design class was assigned to build two levels, which should be connected somehow, whether it be through story or anything else. I’ve decided to make this assignment into a challenge, limiting myself to build two levels in only two days, as a test to see how much I can accomplish in a limited time frame, something that I should learn to expect in the industry.

This post will detail the process I used to create my two levels in two days, including sketches, screenshots, and videos.


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