Path, 2012
On the weekend of March 30 – April 1, I participated in MolyJam 2012 (“What would Molydeux?”) in San Francisco, a 48-hour game jam event based on the tweets of Peter Molydeux, that was orchestrated in little less than than two weeks by Anna Kipnis (Senior Gameplay Designer at Double Fine), Patrick Klepek (News Editor for Giant Bomb), and Chris Remo (Game Industry Veteran). The event ended up going global like the Global Game Jam, and was covered by multiple industry press sources. The event was live streamed and watched by hundreds.
My team's game "Path" was featured by EDGE Magazine.
My team included:
Mike Kenyon (Software Engineer at Zynga) - Programmer
Eddie Freeman (Game developer and Technology Enthusiast) - Programmer/ Producer
Anthony Aiello (Lead 3D Artist at ZippyBrains) - Environmental Art
Celeste Gamble - Character Designer and Artist/ Level Design
Brent Jentzsch (Creative Manager/Sr Animator at Mixamo) - Animator
Sean Thompson - (Student at Sonoma State University) Level Design/ Play-Testing/ Support
James Snipes (Student at Academy of Art University) - Audio
I had an excellent time working with this team, who proved to be professional, good-humored, and devoted to finishing this project in the face of every challenge.
Our game was based on this Molydeux Tweet: "Romantic parkour game in which you and the love of your life must hold hands and jump around a city evading death and injury"
This was a great opportunity to think outside the box and develop a game idea that was creative and unique. We decided to design a a two player game that made creative use of a third controller. Each player would control the movement of a character with one controller, while physically controlling the hand-holding of the two characters with the third (shared) controller. In other words, the players would be holding hands as well. Although the idea proved too ambitious for 48 hours (this was the first time our programmers had used Unity 3D), we still had a lot of fun, learned a lot, and managed to assemble a functioning two-player prototype with parkour action!
Once again I served as character designer and artist. I used this project as an opportunity to explore a cartoony, (almost muppet-like) style, and really push my low poly character skills. I was also later charged with level design, and helped troubleshoot Unity 3D.
My team's game "Path" was featured by EDGE Magazine.
My team included:
Mike Kenyon (Software Engineer at Zynga) - Programmer
Eddie Freeman (Game developer and Technology Enthusiast) - Programmer/ Producer
Anthony Aiello (Lead 3D Artist at ZippyBrains) - Environmental Art
Celeste Gamble - Character Designer and Artist/ Level Design
Brent Jentzsch (Creative Manager/Sr Animator at Mixamo) - Animator
Sean Thompson - (Student at Sonoma State University) Level Design/ Play-Testing/ Support
James Snipes (Student at Academy of Art University) - Audio
I had an excellent time working with this team, who proved to be professional, good-humored, and devoted to finishing this project in the face of every challenge.
Our game was based on this Molydeux Tweet: "Romantic parkour game in which you and the love of your life must hold hands and jump around a city evading death and injury"
This was a great opportunity to think outside the box and develop a game idea that was creative and unique. We decided to design a a two player game that made creative use of a third controller. Each player would control the movement of a character with one controller, while physically controlling the hand-holding of the two characters with the third (shared) controller. In other words, the players would be holding hands as well. Although the idea proved too ambitious for 48 hours (this was the first time our programmers had used Unity 3D), we still had a lot of fun, learned a lot, and managed to assemble a functioning two-player prototype with parkour action!
Once again I served as character designer and artist. I used this project as an opportunity to explore a cartoony, (almost muppet-like) style, and really push my low poly character skills. I was also later charged with level design, and helped troubleshoot Unity 3D.