Posts Tagged ‘cornell’
Role: Designer / Producer / Animator
Team: Robert Chen, Peter Clain, Yaw Etse, Chelsea Howe, Joyce Lee, Kevin Locke, Caitie McCaffrey, Hao Nguyen, Christopher Ra, Melissa Sung, Gordon Szebenyi, Matthew Whaley.
Dev Summary: An incomplete PC game created in XNA in Fall 2007.
Concept: Symbiosis is a two person networked game about the relationship between two dissimilar but dependent creatures. The players, one as a human, one as a beast, have no idea who the other is, cannot text, talk, or communicate in any way except through the actions and gestures of their avatars. Each character has its own skill set, but neither can survive long without the aid of the other. The beast requires the human’s help to open doors and gates; the human relies on the horns of the beast to ward off attackers, and the speed of the beast to outrun that which can’t be defeated by force. Part puzzle, part adventure, and part something entirely new, Symbiosis strives to give players a unique experience unmatched by any single or multiplayer game on the market.
Why?: Without the stresses and deadlines of a company, our game design team has the ability to explore innovative and experimental gameplay. The idea of cooperative gaming is familiar, but never forces the players as deeply into their characters as Symbiosis. As naturally as an ordinary human can’t understand the growls, neighs, or barks of an animal, and visa vie, the two players are unable to communicate through the spoken or written word, and instead must rely on their actions and a limited set of gestures to convey intentions, commands, or emotions. This restricted communication can lead to emergent pseudo-languages between partners using their gestures and motions, as well as a deeper sense of reliance and co-dependency.
Design Notes: Our team strives to expand common perceptions of what a game is and how it ought to be played. Not only through restricted communication and partner-oriented challenges and puzzles, but through the nature of the player’s goals as well. Toying with archetypal win conditions and experimenting with artistic styling in-world have set the gaming experience apart from classic RPG, adventure, and puzzle games.
Role: Producer / Designer / Musician
Team: Sascha Adler, Nate Burba, Robert Chen, Chelsea Howe, Ben Humberston, Kevin Locke, Melissa Sung, Gordon Szebenyi
Dev Summary: A complete PC game created in XNA over four months in Spring 2007.
Concept: Music Monsters examines transliterating between known aesthetic languages (music) and budding ones (interactive mechanics). Based on the idea that MIDI data (information on the frequency, duration, and amplitude of a note) can be applied to many other functions, Music Monsters explores the connection between the musical world of intervals, pitches, key, and scales and the physical world of size, strength, attack power, and ferocity, just to name a few. Play 4 measures of music to a young monster and watch it evolve based on the properties of the sound, then take your monster into over 20 levels based on its unique traits.
Role: Producer / Designer / Artist
Team: Ankur Agarwal, Justin Chan, Chelsea Howe, Wan Loh, Rajiv Puvvada, Ara Yessayan
Dev Summary: A complete PC game created in XNA over four months in Spring 2009.
Concept: Alone in a world of circles and squares, Restibo seeks out the seven keys needed to unlock the dark planet core. Scattered amongst the hanging blocks are Voids, floating circles that nullify gravity and contain items like feathers, springs, spikes, claws, and bubbles. These items help Restibo advance through the layers of the atmosphere, flinging from one block to the next to reach larger and more intricate Voids.
Role: Designer / Producer / 3D Modeler
Team: Chelsea Howe, Raivo Lindemann, Hao Nguyen, Ian Sholtys, Shu Song
Dev Summary: A complete PC game created with XNA over 4 months in Spring 2009
Concept: Atomik, loosely based on string theory, places the user in a world with seven color-coded parallel dimensions. The user is in one dimension, and the other six correspond to the sides of a cube around it. Each dimension has a static amount of energy that can be collected, harnessed, and consumed by the user. A ball of energy at the center of each dimension represents its vitality. Molecules grow in complexity and difficulty, and an ultimate molecule waits in the center for powerful challengers.
Role: Designer / Programmer / Artist
Team: Sarah Brown, Chelsea Howe
Dev Summary: A complete PC, Mac, & Linux game created with Processing over one month in Spring 2009
Concept: Use the arrow keys to navigate planets, leap into space, or land on colorful moons of unique timbre. Stars represent musical notes to collect and add to your sequencer, which appears at the bottom of the screen. At the top of the screen, the current pan is shown for each timbre, which can be adjusted by landing on respective planets. If a certain timbre’s sequence is going poorly, land on a black hole to start erasing the notes in the current timbre. Lost? Use Spacebar to access the minimap.
Role: Musician / Design Tweaker
Team: Chelsea Howe, Joyce Lee, Jessie Loeb
Dev Summary: A complete PC game created with Gamemaker over 48 hours in Spring 2009
Concept: Combine the right color fuzzles as they fall in to the tank to create black fuzzles, which are instantly adopted. It takes three fuzzles to make a black fuzzle – so you better move fast before the tank fills up!
Notes: Fuzzle Puzzle was Cornell University’s entry for the 2009 Games 4 Girls contest. It tied for third place.
Role: Producer / Designer / 3D Modeler
Team: Don Holden, Chelsea Howe, Ben Humberston, Joyce Lee, Matt Whaley
Dev Summary: A complete PC game created with XNA over four months in Fall 2008
Concept: 2D Arcade “sphere shooter” balances life, offense, and defense – all controlled by the same resource. A technological menace has infested the universe. Mechanical spores, connected by an advanced neural network, travel from planet to planet absorbing and destroying crystal resources with their fog of parasitic nanoparticles. A single galaxy remains resilient, the home of a lone defender manifested from the cosmic plasma. Coma, a sentient comet guarded and fueled by the life force of the galaxy, must travel out across the branching arms of the spiral, eliminating the spores and restoring the crystals without being destroyed the toxic fog.