Archive for September 2012

Round Two: Maya and Taking the Design Further

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It has been one hell of a week. Also, an amazing week in development of Evenbloom. The team worked really hard in our first sprint and we had a pretty amazing and ridiculous. T'was amazing because we got all of the main functions of the game to work in a stable framework and ridiculous because as the player was literally painting a terrain whose texture was a tiled picture of a bunch of corgis snuggling in a blanket. Oh the hilarity!

New Team, New Game, New Input Device!?!

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This week my team and I begin production on our new game, and boy are things getting interesting. Our clients this round consist of Neuroworx - a physical therapy clinic and a professor from the University of Utah who is one of the many working on a new device for physical therapy - the treadport. You can read more about the treadport here, but the jist of it is that it is a experimental treadmill with a pole/arm and harness that simulates natural forces from walking outside that normal rehab devices cannot do. Oh, and it also has 3 8ftx 8ft screens to immerse the patient in a virtual world as they walk.

My first reaction? I get to make a game for this thing! Yes!

It's ALIVE! and There's a Post-Mortem?

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It's done! Monty's Quest has been wrapped, pitched, and sent out of the door. Awesome job by my team ; Max, Vaibhav and Nathan. We finished at the 11th hour but it gone done none the less. The client seemed to be pleased and the pitch came off rather well. Personally, I thought it was a big improvement over the initial one. My handout was pretty good, my slides were timed well, and I thought my speechcraft certainly leveled up a few points. All and all, good stuff.

Now onto the Post-Mortem process of our game - Monty's Quest.

Defcon: Almost Done

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We're against the gun so to speak. Art assets are trickling in and and both Max and Vaibhav are plugging away at implementation. This is going to be a close one for sure but my team and I are dedicated to seeing the project through - for the client and for ourselves. This is the first game after all!

It Jumps! But On What?

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We're now on our second iteration of our current prototype for Promo's Quest. Amazingly, all of our basic mechanics are in order! We have a cheese avatar that runs automatically to the left and can jump with player input. We even incorporated some early platforming into the prototype as well as some other neat mechanics. How great is it?