Game Demo Day Games 2013

These are the games that will be demoed on the Northeastern Game Demo Day.

CardSample-CardBack1 – The Card Game of Fightingness

A casual combat card game of epic fightingness! Take on the role of a powerful fantasy persona and do battle with your friends using unique weapons and magical modifiers.

Team

  • Michael Epstein: Game design and original concept
  • Andrew Krischner: Game design
  • Bob LeBlanc: Graphic design and card layout
  • Jason Butera: Card art

Tags

Card game; Game developed outside of class.

2 – Space-Time Gladiators

Far in the future, an advanced species grows bored of its technological omnipotence. Its people decide to use their incredible tech to make more primitive organisms from the past fight each other for the hell of it: a fast-paced, side-scrolling brawl arena in space! Fight with or against your friends in randomly-generated worlds with five customizable game-types.

Team

  • William Manning: Lead and developer
  • Nolan Manning: Designer and character artist
  • William Herbert: Designer and background artist
  • Benjamin Leichter: Sound designer

Tags

Cooperative game; Game developed outside of class.

screen13 – Working Title

Working Title‘ is a surreal, story-driven platformer that explores objectivism though the hazy lens of the subconscious. Players are left to explore an abstracted dreamscape built from the minds of the game’s two protagonists. While focusing heavily on character relations, the work combines dialogue and environmental cues in order to convey a poignant story. The games features a unique airbrushed visual aesthetic positioned against a backdrop of illusory digital paintings. In keeping with the established narrative and graphical themes, ‘Working Title‘ builds upon a foundation of traditional genre tropes in order to deliver a pensive allegory to be experienced from two perspectives.

Team

  • William Herbert: Writer
  • Andrew Kaz: Programmer
  • Nolan Manning: Artist
  • Oskar Strom: Sound design

Tags

Experimental game design; Game developed within a class.

promo14 - There Are No Explosions In Space

Typical bullet-hell space shooter with unnecessary particle and glow effects everywhere.

Team

  • David Gedarovich: Programming and Art
  • Ashley Callahan: Painted Backgrounds

Tags

Game developed outside of class.

5 - Dumbledore64

2D Arcade-style Wizard Simulator developed by Glass Knuckle Studios!

screenshotTeam

  • Brett Davis: Programming
  • Kyle Fleischer: Art
  • ABSRDST: Music
  • Dave Gedarovich: Sound

Tags

Experimental game design; Game with innovative technologies; Game developed outside of class.

X8Ynyj6 - Imgur[1]6 - SquadHero:Revolver

An addictive side-scrolling shooter that capitalizes on the GuitarHero controller for a unique and challenging experience! Developed by GrappleHookGames.

Team

  • Adam Gressen: Programmer and designer
  • Eric Peterson: Programmer and Designer

Tags

Experimental game design; Game developed within a class.

7 - Thrall

A game of mind control and unwilling villainy.

Team

  • Reed Lockwood: Coding, design, and “art”

Tags

Experimental game design; Game developed under 72 hours.

8 - GutsyGrid

GutsyGrid is a game that blends action games, fighting games, and trading card games.

Team

  • Paul Murray: Lead Designer, Lead Programmer, and Project lead
  • Robby Beecher: Designer
  • Julia Nett: Designer
  • Oskar Strom: Artist

Tags

Live action role-playing game; Game developed outside of class.10 - Rube Cube

9 - Rube Cube

It’s a Virtualized Rubik’s Cube Simulator. There is a stylized Rubik’s Cube in the most basic design, and additional twists when we get there.

Team

  • Kevin Cavanaugh: Graphics Programming
  • Elizabeth Renn: AI Programming
  • Greg Loden: Game Programming

Tags

Experimental game design; Mod of existing game; Game developed within a class.

worldmapfinal10 - Fate Masters

An innovative tabletop RPG that uses an integrated app to handle and accelerate traditional “pen and paper” computations.

Team

  • Josh Kosof: Design, Writing
  • Jared Stewart: Design, Management
  • Jacob Stewart: Programming

Tags

Game with innovative technologies; Tabletop role-playing game; Game developed outside of class.

11 - Sky-Pirates of Skyreland

Sky-Pirates of Skyreland is a drinking tabletop RPG designed for 5-7 (21 year old+) players. It is intended as a brief, silly pre-game to be played prior to the beginning of a real game. The goals are twofold. The first is to be pleasantly buzzed when your actual game rolls around. Second is to steal the airships of unsuspecting buccaneers. During gameplay, all but one of the players play as Boarders, sent over to gain control of the ship by pressing the auto-pilot button. To reach it, they’ll need to fight off enemy sailors and navigate around obstacles, all while stumbling around a swaying airship.

Team

  • Harrison Lavin: Designer and writer

Tags

Board game; Cooperative game; Satirical game; Tabletop role-playing game; Game developed under 72 hours.

12 - Snake Eyes!

A dice-governed drinking LARP, set in a pseudo-prohibition-era mobster speakeasy.  To quote its worldbuilding: “The Big Cheese has gone and bit it. If we’re going to keep these speakeasies speaking, and those rum-runners running, we’re gonna need a new chief. Everyone who’s anyone is here tonight, and we’re about ready to vote on the next Boss. The name of the game is to persuade others to vote you in, see? You could convince the gang to vote for someone else, but who could possibly want that? The drinks are flowing, so now may be the best time to grease some palms, and get the gang on your side.”

Team

  • Harrison Lavin: Designer and writer

Tags

Live Action Role-Playing game; Game developed within a class.

witching13 - The Witching Meow-er

A strategic platformer video game, developed with an emphasis on critical thinking and planning, rather than just pure skill. Players take on the role of a witch’s familiar, herein a black cat, who must infiltrate an enemy compound full of terrifying robots and strange traps. Prototype originally developed for the Global Game Jam 2013.

Team

  • Harrison Lavin: Designer and writer

Tags

Satirical game; Game developed under 72 hours.

14 - Shake Survivalshake

Shake Survival is an exercise game that is based on space invader. In this game, player needs to shake, flip, reverse his/her phone or raise and put down his/her hand with his/her phone to kill invaders and survive.

Team

  • Yongnan Zhou: Designer and Developer
  • Nen Xi: Sensors

Tags

Game with innovative technologies; Mobile game; Game developed within a class.

15 - Dimensional Sinbad

Switching between 2D and 3D, helping the Sinbad get to the green point!

Team

  • Kiril Geshev: programmer
  • Xiaoxuan Zhang: programmer
  • Yufan Lu: programmer

Tags

Improv game; Game developed within a class.

16 - Project Nova

Play as Nova a new model of the new generation of androids with self-awareness and advance intelligence. Complete three challenging platforming levels in this classic 2D inspired game.

Team

  • Sheldon Zhou: lead artist
  • Justin Adams: lead programmer
  • Will Widen: lead designer
  • Victoria Zukas: lead QA
  • Yen Fu Lin: lead sound
  • Raul Reyezumata: producer

Tags

Game with innovative technologies; improv game; mobile game; Game developed within a class.

17 - Memories from Kennecott

Memories from Kennecott is a first-person horror adventure game that places the player in the role of an FBI agent investigating a series of murders in the small town of Kennecott, Alaska.

Team

  • Raul Reyezumeta: producer/developer
  • Justin Adams: designer/developer
  • Alyssa Ribitziki: art

Tags

Experimental game design;  improv game; mobile game; game developed outside of class.

tesla18 - Teleforce

Teleforce is a first person shooter/puzzle game that is currently being developed by a team of Seniors for the Game Design Capstone. The game takes place in a futuristic world, where Nikola Tesla and Thomas Edison race to find the elixir of everlasting life. You play as Edison’s robot Stanley, searching through Tesla’s labyrinth to uncover his research regarding the mythical substance. After exposure to the elixir, Stanley gains sentience and the ability to wield electric power, used to navigate the labyrinth. The player navigates the in-game world wielding the Teleforce gun, which can manipulate electricity and control robots. Players are tasked to use these unique abilities to solve puzzles, move from place to place, and uncover the truth of the elixir.

Team

  • Adam Heaney: Project Manager and Developer
  • Christopher Chin: Developer
  • Matthew Tebaldi: Developer
  • Caprice Hong: Artist and Designer
  • Kristen Halloran: Artist and Designer

Tags

Experimental game design; Game developed within the capstone.

GDDScreenShot19 - Time Sink

A 2D shooter/platformer with puzzle elements where users are gradually introduced to various aspects of time manipulation, resulting (by end game) of perceived mastery over time (our mechanics).

Team

  • Kyle Billemeyer: Level Designer/Project Manager/Developer
  • Nick Bagley: UI/Audio Design/Developer
  • Phil Quinn: Writer/Asset Manager/Developer
  • Steve Elliott: Architect/Mechanics Design/Developer
  • Julie Murphy: Artist/Content Designer

Tags

Experimental game design; Game developed within the capstone.