Zombie Crawler is a first person arcade game on PC that puts the player in the role of a zombie hungry for human flesh. Unfortunately, the zombie has lost the use of its legs, thus it has to crawl across the floor to reach the unlucky victim. The game is played by using a treadmill-like controller, on which the player drags herself forwards with her hands. The faster the player is on the treadmill, the faster the zombie will move forwards on the screen. The zombie loses stamina as it moves, on the way towards dinner, the player can catch and eat critters to gain more stamina. The player also has to overcome various obstacles that are blocking her path.
The game is developed in SFML and OpenGL.
Anders Karlsson – Producer
Ida Andersson-Junkka – Lead Designer
Erik Nord – Lead Programmer
Louise Fändriks – Lead Art
Adrian Lavrell – Lead Sound
Linda Thern – Lead Technician
Naar is a third person action-adventure for PC, where you have to fight your way through Al-Dunya and overcome obstacles bringing judgement to the evil djinns. The game is best played with an Xbox 360 controller.
Naar is developed using Unreal Engine 4, and the tools used are 3Ds Max, Maya, Motion builder and Photoshop.
Ahmad Ali – Lead Designer & Producer
Herman Båtelsson – Lead Programmer
Marcus Svensson – 3D Art
William Höglund Mayer – Lead Artist & Level Designer
Andreas Calmius – Technical Artist
Sixten Machado – Music
You are Hope, last soldier of the flame. Find your way through depression and carry on the torch through the darkest of nights. Fight anxiety, depression and suicide to find the light in this 2D platformer.
Unity and Photoshop has been used to create this project.
Emelie Rodin – Producer, Technical Artist and Designer
Olle Staffas – Programmer
Addrienne Gunnarsson – Character Designer, Artist and Designer
Emil Lindqvist – Monster and Environment Artist
Marcus Franzén – Environment Artist
Alexander Nordfors – Sound Designer & Artist
Kristofer Karlsson – Environment Artist & Level Designer
Last week, we … (last week already. Where does the time go?)
Last week we travelled to Washington, D.C. for an Unconference with the Higher Education in Video Games Association.
The gathering was titled “Games + Higher Education + National Impact.” HEVGA described it this this:
“This two day meet-up will assemble leading thinkers and creators of interactive media to address national priorities areas including educational tools for teachers and students, citizen science platforms for crowdsourcing discovery, and increasing diversity in STEM (and tech industries generally). By the end of this jointly hosted meet-up, participants will be up to speed on current funding priorities of federal agencies investing in interactive media for impact; will have expanded their professional network of potential partners across both campuses and agencies; and will gain actionable knowledge about best practices and common pitfalls in the federal grant proposal and review process.”
And it really was like that. Game educators sat in the same room as funding bodies, government agencies and private companies and talked about challenges and opportunities for games for impact.
One of the highlights was listening to the Executive Director of the National Consortium for the Study of Terrorism and Responses to Terrorism talk about personality types that are easily radicalised and how, even through we use that term solely for certain kinds of terror, that type is similar across all ideologies, including our own gamergaters.
That presentation then went on to discuss how games can be used to combat radicalism and create healthy support networks for vulnerable individuals.
On that subject, we met our old friend, Heidi McDonald, who spoke about her new job at iThrive. They have a vision that “mobile and online gaming and app technologies can be used effectively as tools that build positive emotions in adolescents, improve quality of life and prevent the development of mental health disorders.”
They have an open competition coming up, and a Game Jam Diversifier. Go over to their site and read all about that. We’ve agreed that she should come and talk to our students in the New Year, so we’ll organise some coverage of that event.
All in all, it was another inspirational event. The Live Tweeting from the Gotland Game account was a little sporadic, given the nature of more conversation than conference, and less battery than we would like on the computer, but do look back and see what happened.
UPDATE: all talks are now published on our Guest Lecture playlist on YouTube.
This weekend we took a break from everything that has to do with Christmas preparations hullabaloo and invited some of our alumni to come and inspire our current students and spread their knowledge.
Martin Greip showed a very impressive graph of “All the Feels”™ of being an indie developer and the daily struggle of running a studio. And by “accident” he also revealed Eat Create Sleep’s next game, Project Synvilla.
Albertina Sparrhult held a very personal introduction (with cows, bathroom queues and everything), to what Diversi is all about and why we all benefit from more diversity within our games.
Nobody knows how to herd cats and destroy all the fun more than Ylva Sundström, who shared her biggest secrets on how to become an exceptional game producer.
After he conquered Europe, the son of Gotland return to talk about his conquests. Andreas Svensson has been working at several game studios around Italy and Germany. Now he’s back at Blue Byte, one of the first companies he worked at.
Making a game is easy. Making a game that people understand is hard. Kalle Henningsson, QA Manager at Playdead, showed of some examples of the different iterations of Limbo and their upcoming title, Inside.
Daniel Polgar & Lee Kåberg hade the audience clapping and cheering while they talked about the process of starting up their company, Bridgeside Interactive. They spilled the beans on everything from how to form the company culture, what positions you need to fill and where the money is. Not only that, but they also showed of their first game, Clapper. Which is based on a game they produced during, the objectively best course on Campus Gotland, “Theme Park”.
”Who made that wonderful torch”, was the only thing everyone could think of when Horizon: Zero Dawn was revealed at this years E3. Prop modeler extraordinaire, Kim Aava, talked about what goes into a portfolio, the difference between working at an indie studio compared to a AAA-studio. But most importantly, she bravely showed some of her early work to show that everybody is a beginner at some point. An encouragement to us all!
We ended it all at the local student union pub, with a Q&A-panel consisting of some of our alumnis, mingle and some of the games produced at the education this year. It was a blast! Big, big thanks to all alumni, students and staff!
A (swedish) press release is available from the university here, and we’ll add photos / video from the event when and if one of you mail them to me. 🙂
Until then; congrats and good work!