A Quiet Night
A Quiet Night is essentially a proof of concept for stealth/story driven game around a character who’s world turns out to be completely artificial and starts to crumble around them. Initially inspired by the game Surakarta, the player was supposed to be able to sneak around a complex steampunk townscape and avoid/capture wandering guards, all while working closer to the strange beam of blue light that pierces the night sky. Slayer gamer types, who enjoy lore driven games and exploration, is the goal/intended audience for this game.
Designer: Gillian Mousseau
Instructor: Andrew Williams
Ashtrapada
Ashtapada is a game based on the ancient board game of the same name, in which two or more players race to get to the center of the board—this rendition of the game gives a twist in which a greedy treasure hunter must race to escape a crumbling holy city. This is a fast-paced quick-thinking game most catered towards skirmishers, despite it being a single-player experience. Players, upon interacting with a large gemstone waiting for them at a temple, must make a break to a cave to escape as the world falls around them—if they’re too slow, they’re sent plummeting into the depths below.
Designer: Hailee Kane
Instructor: Andrew Williams
Better Days
James close friend, Sam, has lost their home after a set of unfortunate events that led to greed winning out and having their hard work stolen from them. After falling into depression and becoming obsessed with how their work was taken from them, you, as James, volunteer to go to Sam's now
condemned home to find and retrieve their original files.
"Better Days" level build. This level was inspired by the events of Elizabeth Magie and her original development of the original iteration of "Monopoly".
Designer: Michelle Bryant
Instructor: Andrew Williams
Birdsong Delves
Birdsong Delves is a walking gamespace experience that includes marvelous vistas, forgotten lore, and mysterious allure. Explore and relax at your leisure in this blissful flowing cave landscape.
Trailer
Designer: Lou Brown
Instructor: Joshua Seaver
Bridge to Niffelheim
The overall goal of my game was to create an atmospheric experience by utilizing both visuals and sounds. I wanted my game to be based on Niffelheim, one of the 9 Norse realms, the realm of fog and storms. My game is more designed for people who have played games like Abzu or Journey, also those who enjoy Skyrim-like visuals.
Designer: Madeline Huc
Instructor: Andrew Williams
Cliff With the Falls
The level starts in a dark canyon and then opens to a large area for the player to run around in with rivers and some waterfalls. There is both interior and exterior spaces in the form of the cliffs and caves that the player gets to run around in. The caves have glowing rocks to help the player see. This game is for people who like to collect collectibles.
Designer: Arejanna Tenold
Instructor: Andrew Williams
Clown Canyon
Designer: Samantha Baseman
Instructor: Andrew Williams
Cycle
The Experience is a small, abandoned world with secrets buried under the ruins of an ancient civilization. Strangely, an old contraption of sorts resembling a gaming wheel, appears to hold the answer to the mysteries lurking around the temple complex. Searching in circles, what might you uncover in this otherworldly Experience?
Designer: Jake McMahon
Instructor: Joshua Seaver
Duodecim
Duodecim is an experience intended to mimic the control-points type of gameplay. Visually, it takes heavy inspiration from Roman architecture with prominent floral elements. In its finished state, it would be intended for players who like team-based gameplay that focuses on working together to maintain territory; the gameplay would involve collecting water from the various fountains and then taking it up to the top of the large columns to “capture” them.
Designer: Homer Maltby
Instructor: Andrew Williams
Dusk & Glass
Explore a cathedral built in the nighttime sky and lit by candlelight. Traverse through the clouds on bridges and climb towers in a shining world beneath the stars.
Designer: Elise Howard
Instructor: Joshua Seaver
Faith or Fear
Enter an Italian Renaissance city taking both a path of fear and strength to experience where both alley's take you.
Designer: Kyle Solverson
Instructor: Joshua Seaver
Hierophantic
Investigate a not-so-abandoned chapel and graveyard grounds to reveal the secrets that lay within the mysterious property.
Designer: Maggie Marciniewicz
Instructor: Joshua Seaver
Hound's Moon
Hound’s Moon, vaguely inspired by Hounds and Jackals, presents a desolate world for players who like to bounty hunt collectibles in the form of relics. The player is met with a somber ambience as they navigate the rocky terrain across the stage's multiple levels of elevation. An element of urgency is given through the mass of tentacles below the player and arches that will launch them across stage.
Designer: Alexander Ewell
Instructor: Andrew Williams
Judgement
Explore the ruins of an ancient ziggurat. Make your choice for power or wisdom and let your judgment seal your fate.
Designer: Melanie VanOss
Instructor: Joshua Seaver
Leap of Faith
Take a leap of faith as you explore a mystical creek from a frog's eye view. Designed for the Gardener type gamer, adventure into an unknown world, collect tokens, and present your offerings at the grand stone altar.
Designer: Tristen Rice
Instructor: Andrew Williams
Mehen
This game experience was based off of the ancient game of Mehen, where players are tasked with moving playing pieces to the center of a spiral-shaped board and returning with another piece found there. The game has both ancient Egyptian and Cyprus-inspired architecture, having a player delve into an underground chamber. The gameplay focuses on a linear pathway, with platforming being the main feature.
Designer: Charles Heikkila
Instructor: Andrew Williams
Merlin's Trial
Merlin's Trial is a level design project for my 3D Game Art & Engines class. The level is roughly inspired by the board game "A Journey Through Europe". Throughout the level the player encounters and passes the wizard Merlin's three trials to unlock the final door leading them to Stonehenge. The player will need to locate a unique chest to unlock each door.
Designer: Audrey Lawson
Instructor: Andrew Williams
Monolith
An anomaly in the desert is bringing the fabric of reality into question. Tread carefully. Made for DES 350, an introductory course on game engines.
Designer: Ari Hyitti
Instructor: Joshua Seaver
Mushroom Jumper
This game was loosely based on “the royal game of Ur.” It was initially intended to be a multiplayer parkour game what involved collecting orbs and knocking them out of other people’s hands. It had to be trimmed down due to time, so now it is a parkour collection level. I wanted to really play with using emissive textures and lighting in unreal, so I spent a lot of time working on the emissive mushrooms and crystals.
Designer: Erin Hongerholt
Instructor: Andrew Williams
Ouroboros
Awaken and explore a beautiful and mysterious world in this short game experience. Original inspiration for the game was The World tarot card, as well as Studio Ghibli films.
Designer: Trinity Beltran
Instructor: Joshua Seaver
Peace and Justice
A serene experience made to calm and relax the player and to show what justice for the environment could look like if we all worked together for a better future.
Designer: Anika Sjollema
Instructor: Joshua Seaver
Planet Searcher
Planet Searcher is based on the themes of astrology from Astrological Chess. You the player must explore the level collecting keys based on the planets. The keys are used to open doors and keep progressing through the level. Your goal is to open the door and get through the level I wanted to base the architecture on ancient Babylonia, and especially the Gate of Ishtar. The goal of the player interaction was to let the player explore on their own and have them be rewarded for exploring without pushing the player too much.
Designer: Matt Bedsted
Instructor: Andrew Williams
Prior Ruinations
Experience an abandoned trail, weaving across the narrow peaks of tall spires. The way is lit by small furnaces. The trail ends atop the tower that dominates this environment.
Designer: Logan Webster
Instructor: Joshua Seaver
Sphere Orb Game
Sphere Orb Game is a level that would be appropriate for a 2v2 multiplayer game where both teams are attempting to collect orbs and score in the goals. It is designed for players who enjoy fast paced cooperative and competitive play. The visual theme is guided by bowling, pinball, and arcade type spaces.
Designer: Gavin Hefty
Instructor: Andrew Williams
Tech Jungle
Welcome to the tech jungle, where the forces of nature and technology have melded together. Everything runs smoothly until the heart of the tech jungle, the mosaic power core, gets scattered throughout the world. you must find the scattered shards and return them to the mosaic power core, to restore life to the tech jungle.
Designer: Bailey Chumas
Instructor: Andrew Williams
Tempered Hearth
Traverse a hazy forest to uncover ruins hidden throughout this world. Choose your path wisely however, as some trails lead to a shattered landscape. What will you discover?
Designer: Chloe Ferguson
Instructor: Joshua Seaver
The Chariot Tarot Card Experience
Experience a level themed by the chariot tarot card. Light your way through the level to gain freedom from your past to go somewhere new. This will be a short experience under ten minutes.
Designer: Bryr Harenda
Instructor: Joshua Seaver
The Empress' Garden
Enjoy and explore a beautiful and peaceful hedge maze.
Designer: Tiffany Johnson
Instructor: Joshua Seaver
The Game of Human Life
Explore a beautifully crafted world, built in Unreal Engine 4. Make your way through the slums to find the poet. Uncover the mysteries of the world.
Designer: Patrick Brunker
Instructor: Andrew Williams
The Magician Project
Gather the symbols of the Magician and enter the next realm.
Designer: Ellie Aas
Instructor: Joshua Seaver
The Mountain
The Mountain aims to take the player on a life changing hike, the paths could lead further up the mountain or right back to where they started. Interactivity derives from the players choices in the beginning, they can find hidden rooms and achieve a different ending depending on the key they chose.
There is no direct path up to the top, much like life, and I wanted to reflect that within the various paths inside and outside the mountain. This is not a game to rush through, it is one to reflect on choices and think about how one will scale this impressive feat.
Designer: Melissa Neumaier
Instructor: Andrew Williams
Visitation
Visitation is a short, environment-focused game that started very loosely based on the Game of the Goose, but eventually took a very different turn. It is meant for the exploration loving players who enjoy discovery and wonder. The underground portion of the game was heavily inspired by the Aberration in Ark: Survival Evolved and the blue mushroom biome in Terraria.
Designer: Omar Perez Chairez
Instructor: Andrew Williams
Wire Tower
When creating this game, I wanted some enjoyable movement ability to jump between objects. Being able to jump from object to object and transverse the tower was the goal. Exploring the abandoned tower and restoring power so you can move on to the next is the goal. Target audience being the bounty hunter from the Quantic Foundry Gamer types.
Designer: Tyler Christianson
Instructor: Andrew Williams