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Break was a 2012 Game Jam project where two players play as different aspects of the same patient; one physical one mental. Using different abilities and aiding each other, the players must escape an asylum filled with the terrifying projections of the patient's broken psyche. My tasks on this project consisted of managing the team, keeping everyone on schedule, acting as the project visionary with final say on our goals, as well as modeling assets when needed. We utilized a modified agile system listing tasks as Art, Tech, or Design, and updating our task board every 3 hours. Ouroboros Influence: Themes of life and death, Cyclical, self-containment, Push and pull balance between two opposing forces, both necessary "Diversifiers", or additional challenges: Asymmetry: (Every player is different) The game requires more than one player, but each player has entirely different goals and rules. Collaborative Casual/Hardcore: (Two players: one casual, one hardcore) Collaborative play for two, but one player has more to do than the other (or the difficulty level is different between them). |
A full playthrough of Break
Break installer can be found at:
http://globalgamejam.org/sites/default/files/uploads/2012/24608/UDKInstall-Break_Final.zip or found about halfway down the page at: http://globalgamejam.org/2012/break-0 |
Game Description:
One player, the action player, solves platforming problems through timing and accurate movements. Meanwhile the puzzle player solves simple riddles while altering the surroundings of player one. The camera is locked to the action player, so the puzzle player has to deal with not controlling the camera, but can either make things easy or very hard for the action player. Each relies on each other to progress, while inherently making things more difficult for the other. Another way to tie the two players together was our Energy vs. Sanity meter. The Sanity meter simply drains over time, putting pressure on the players to progress as quickly as possible. Energy is how the ghostly apparition (casual player) continues to exist. As they interact with "reality" they drain their energy. If either bar reaches 0, the players lose as the patient loses the rest of his sanity. The patient (action player) may collect memories of his to restore energy. |
Successes:
Game Jam 2012 was treated as a contest between students at SCAD, and at the end we were awarded best in show for the event. |
Team Whiteboards
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Joshua Broussard - Producer, Manager, 3d Artist; Michael Scott Prinke - Lead Gameplay Engineer; Steven Burrichter - Gameplay Engineer; Christopher Moody - Lead Narrative, Interface; Sarah Wilson - Level & Systems Designer; T Alex "Tap" Pribbnou - Level & Systems Designer, Modeler; Maxwell Benjamin - Level Designer, Modeler; Rachel Marshall - Character Modeler & Animator; Zack Ward - 2D & Concept Artist; Eric J Stover - Concept & Texture Artist; |