Monday, March 22, 2010

Dare to be Digital



People in the games industry reading this will probably know about the 'Dare to be Digital' competition, anyone else will most likely never have heard of it, but rest assured, it's a big deal for people in my position.
They can explain it better than I can:
"Dare to be Digital is a video games development competition for extremely talented students at Universities and Colleges of Art. Teams of 5 students, usually a mix of artists, programmers and audio, assemble in a development hothouse for 10 weeks to develop a prototype video game, receiving daily support and weekly training sessions from industry specialists."


The reason I bring this up, is that I am entering along with 4 other guys from uni. Our group/studio is now collectively known as 'Bears with Jetpacks' and we're currently working on our application. Happily my group is made up of people I've worked with on a game over the last few months (Stefan, Amila), one guy I've worked with for the last 5 years (Tom) and someone who worked on a game with him for the last few months (Mark). So we're a pretty tight-knit bunch, and have a very real chance of getting to Dundee with our collective skills and areas of expertise.
For sake of security I won't outline our game idea yet (applications are in on Friday) but will put up our pitch and concept art as soon as we know no-one will steal the idea (and they would, you just wait till you see it.)

Spacific Video

Over the autumn semester at university I was working on a game prototype with 2 other guys, Stefan and Amila. Together we created a mystery/puzzle game in the Unreal 3 engine, starting from scratch and coming out with what I think is a pretty awesome artistic and tech demo. You'll recognise some of the stuff in the video that I've posted before:



Amila and Stefan worked as the programmers on the game, while I was the artist, everything you see in the video was created by me. It's easily the biggest group project I've worked on as the sole artist, and it was really refreshing to be able to pick the style and make everything as I wanted it, rather than trying to co-ordinate with another artist as I'm used to.

The video above is the game from start to finish as it stands. The sound was done by Stefan, he's a sound design graduate, thank god, I have no idea with that stuff, give me eyes over ears any day. The intro video was produced by me to go with the monologue, but was only a placeholder for what we really wanted to make, maybe one day I'll go back and put something better together for my portfolio.
The script writing was a group effort, but I can lay claim to the line 'my mouth tasted like a dogs arse'. I definitely remember thinking of that.

Oh, and the name Spacific was a bad attempt at word play by myself. The game is set on an island in the Pacific ocean, and the puzzles each have a 'Specific' answer. Pretty awful...