How I Created Basic Assets using ProBuilder

Triage's combination of serious and jovial themes rely on juxtapositions between audio, visual and interactive designs drive home the game's core aesthetic. One of our team members created a series of models for achieving our intended visual aesthetic. Triage required a voxelated set of models reminiscent of objects found in hospitals, matching the reality of … Continue reading How I Created Basic Assets using ProBuilder

Game Design Documents – What Are They?

Game Design Documents (GDD) are very specific living documents for describing the mechanics and systems of a game. Created and refined by a team, the GDD provides unambiguous insight and explanations about the gameplay, systems, visuals, audio, interface, plot and timeline information which the entire team will rely on. The games' industry itself has no … Continue reading Game Design Documents – What Are They?

Conceiving Ideas – Brainstorming and Developing Game Ideas

Brainstorming ideas is never an easy feat. Bringing an idea into corporeal form is a challenging process that requires iterating, scrapping and reconsidering ideas until you find on that sticks. For the games I have made to a brief in Studio 1, I have used a brief to seed my ideas, later producing PR Nightmare and … Continue reading Conceiving Ideas – Brainstorming and Developing Game Ideas

Behind the Scenes: Using Audio to Generate Mood

Triage's key aesthetic is its juxtaposition between the stress and high-stakes of a regular Triage nurse's night, and the joviality of an arcade game. We wanted Triage to create hilarity by relying on a quirky style for players to nearly forget the gravity of their actions as they move patients throughout the hospital. To begin with, we separated the juxtaposed elements … Continue reading Behind the Scenes: Using Audio to Generate Mood

Behind the Scenes: Helping Players See and Communicating Game States in Triage

In Triage, players will move their patients throughout the environment into the correct treatment room. Patients will then be treated before completing their stay or needing a secondary treatment. Using a controller, the player will move patients around the environment and switch between them. Helping Players see Important Objects Obscured by Walls and Objects One of … Continue reading Behind the Scenes: Helping Players See and Communicating Game States in Triage