On April 3rd 2013, the
Design Exchange in Toronto hosted the annual Level Up, which showcased a wide
variety of games through the day. There were some interesting games ranging
from the retro 2D, top down shooters, to the 3D exploration games.
My group went to showcase our
game, Bullet Devil, a top shooter that uses 3D models. It was a generic top
down shooter, with a few power ups, and unique enemy AI.
There were many games that were
showcased there, but the ones I would like to mention first were created by the
UofT/OCAD combination. The games that stood out to me the most was, the 3D
horror/exploration game called Dollhouse and the puzzle game, Luminance.
Although these games didn’t require as much programming or logical thinking
than the games made by UOIT (since they all used Unity), they did have an
interesting game concept.
The game, Dollhouse really used
the “mood” to play with the user’s mind. It followed the concept of collecting
tape recorders which was similar to Slenderman where in that game you collected
notes. What was different though was the fact that as the player, you could not
see who was chasing you since the antagonist was your inner conscious. As the
player you couldn’t see the inner conscious but you can look from the point of
view from your inner conscious, so you would use this to track where your inner
conscious would be located at. Eventually your inner conscious would catch up
to you and you would be dead, but with the use of a new, unseen, immortal enemy
with the dark music and abandon building, it creates a great atmosphere for the
Horror/Exploration genre.
The second game that really stood
out to me was the game Luminance. This game used the combination of a tricky
puzzle game and the concept of light specifically the light rays. You play as a
shadow and your goal is to reach the end of the level. The only problem is you
can only move where there is light. To advance you must use the lamps around
you to change the direction of light so you can create a pathway to advance
forward. Large pillars and high points in elevation could form shadows that
would block your path.
These 2 games both won an award
and I could see why. They both had interesting an interesting concept and it
worked for them. The game was a fun game with a unique design. Congratulations
to these two teams as they deserve the award.

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