March 18, 2017

This log has been a long time coming. For the past 3 months, I have been working on implementing and creating art for our level as well as completely redesigning the level.

January 19, 2017

The “weenie” is an architectural concept named by Disney Imagineering. The “weenies” are visual magnets that are meant to draw the attention of theme park guests from one area to another. The idea is that no matter where you are in the park there will always be somethi...

November 29, 2016

Our game is a 2D platformer and one of our main concerns was how fun the movement was going to be. We were worried that moving horizontally back and forth through a map would become tiresome and our game does require a fair amount of backtracking so we decided that whi...

October 22, 2016

Open narratives are commonly seen in sandbox games like Grand Theft Auto. Now our game is not nearly as large as Grand Theft Auto but it does allow for the player to experience the story in any order. Unlike these games, ours will not have a form of gating that will pr...

September 30, 2016

My team and I came together for our 4th-year capstone, each of us looking to create a game that incorporated something that was important to us.Each of us brought different wants to the table a selling point, engaging systems, and for me it was story.

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Mirror's Edge Level Design: What we can Learn - Part 1

September 19, 2017

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