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  • Archive for February, 2010

    Concept sketch for the church


    2010 - 02.19

    Yesterday we had a meeting to discuss what art direction we’re going with the game. After filling up the white board with ideas ranging from a western chase to an airplane invasion, we narrowed it down to three time periods: modernday, gold rush era, and 19th century; and a few locales: school, town block, castle, laboratory, etc.

    Our game will take place in a 19th century graveyard, you are a professional zombie hunter knight coming to the rescue of a little remote village to save the world from a zombie invasion.

    Here’s a church that’s in the graveyard:

    1/4 Presentations


    2010 - 02.12

    Today is our modified quarter presentations day. Due to the recent snow storm, we have a slightly different schedule and instead of presenting once and in front of everyone, we’re giving 6 mini-presentations to two faculty members at a time.

    We’re half way finished with presentations and the most common advice we’re getting from faculty is: How does the biofeedback make our game more fun and challenging?

    Our goal for next week is to make a simple proof of concept game and start playtesting and collect data based on different situations.

    Proof of concept controller


    2010 - 02.05

    Here’s Danielle from a neighboring project team, Prometheus, testing out a possible setup to play our game (which is, by the way, a zombie survival game)