Everyone Fits In!

Sophomore year projects

EverybodyFitsInTitleScreen

Project statement

The player is presented with various rooms in a typical school that have a certain amount of space to hold the students. The player must take the variously-shaped student pieces given to them and try to fit them all onto the board so that the class perfectly fills the space. Pieces can be clicked and dragged onto the board, as well as rotated. The rooms of the school will be different shapes, and certain rooms may have more elements to them than just the students, such as basketball carts in the gymnasium, that must be used in order to fill the space perfectly. Once the puzzle is completed, all of the lines defining the students’ shapes will fade away. Our target market for this game is two fold. First are kids ages 6-9 who are still learning social skills and becoming aware of human dynamics. This game is trying to provide a fun but educational experience to help young children understand autism, how it affects kids who have it and how they need to act in order to help affected kids feel welcomed and comfortable. The second part of our target is market is teachers who would use this game as a teaching tool in their classes. The art style of “Everybody Fits In” is very colorful as it is unique. It’s target audience is aimed at younger kids enrolled in school roughly from 1st – 3rd grade. “Everybody Fits In” has a mission to deliver a game that not only educates young students, but also contains a very fun and kid-friendly style. Through the use of colorful Vector shapes, characters, and environments, “Everybody Fits In” will without a doubt achieve the goals in the game we aim to create!

Game Demo

Project and team information

This game was made over a 4 week period with a team of 6 people. This was a midterm project for my production 1 class.

Alex Hubble: Programmer, Andrew Rimpici: Programmer, Makayla Montes: Artist, Max Laudenslager: Artist, Dakota Williams: Designer, Tim Carbone: Designer, Max Blake: Producer

  • Producer – Max Blake
  • Programmer – Alex Hubble|Andrew Rimpici
  • Designer –  Dakota WilliamsTim Carbone
  • Artist – Makayla Montes | Max Laudenslager

Project specifications

  • Unity 2D
  • C#
  • Agile / Scrum
  • SVN repository

My role in the project

I was one of two programmers in the this project. Since there were only two of us we both did a bit of everything. However my focus was primarily on game play and architecture.

 

 

Specimen A.D.A.M

Sophomore year projects

Menu Screen

Project statement:

In this game you play as a captured alien detained in a secret facility. You start in a small containment cell and have to earn the trust of your captors to be able to go to other rooms of the facility. You have two forms you can switch through, an overly cute but weak and small form, and a terrifying, dangerous, large form. If you are seen by a human in your large form, the game ends. The end goal is to either, kill all humans in the facility or escape the facility. The purpose of this game is to provide an enjoyable, comedic (if somewhat morbid) video game experience. The art direction is inspired by old cartoons and video games our team grew up with in the late 90s/early 00s such as Invader Zim, Club Penguin and Neopets. Our target market is two-fold. As previously stated we want to release this game on PC and consoles. However, we also want to release a cabinet version of this game to be played in a barcade setting, which is more aimed at people age 21 and older. So our two target markets are people ages 12 to 21 for the home version and 21 to 30 for the barcade version.

Game Demo

The team behind Specimen A.D.A.M

This game was made over a 5 week time span with a team of 7 people. This was a final project for my production 2 class.

  • Producer – Max Blake
  • Programmer – Alex HubbleJoshua Mahler
  • Designer –  Jared CianoBradley Ellis
  • Artist – Makayla Montes | Alec Rubin

Project specifications

  • Unity 3D
  • C#
  • Agile / scrum
  • SVN Repository

My role in Specimen A.D.A.M

I was on a team of two programmers for this project. Since we were a team of two programmers we both did a little bit of everything. However my focus was mainly on making game play mechanics and making the environment intractable.