Hey everyone, welcome to Team Phoenix! We are working on a battleship type game set in a bio-luminescent world, so our art direction for this game is going to be very interesting and a lot of fun. To start, we have been gathering references of cool settings with vivid colors - mostly oranges, blues, greens, … Continue reading Getting to work on art
After multiple brainstorming sessions, a global game jam detour, and a pitch presentation, we have begun working intensively on our game, which is known as "Gaze". Gaze is based on one of the top pitches we had when we started brainstorming and was originally called "Ethereal Cruise". Inspired heavily by Greek mythology and constellations, Gaze … Continue reading En”gaze”!
During a class session, we decided to collaborate with each other's teams. Since we both have a general understanding of what we want to create, we decided to add a twist in the design process. The twist was designing each other's games. The two teams that partook in this was Chimera and Phoenix. Since the … Continue reading Designing Eachother
Based off of the faculty and class feedback on our three ideas, we started playing games that similar to a vision we had. This was based on the idea of Ethereal Cruise, where a spirit explores the world and brings the stars back together. This was envisioned to have players learn and take away stories … Continue reading Finding the Tone
In class, our team presented our top 3 ideas for our senior Capstone. This was in class at DePaul University where peers would give feedback on how they view the project. The first was Water World (Squort), where the player is an aquatic animal with the ability to swim through any terrain.There they find themselves head … Continue reading Picking a Game Idea
We've started developing an artillery game where you play as a forward observer, more to come on our main page but here are some gifs for now!!
Team Phoenix is now officially up and running! Weekly blog posts to come!
Today starts the end of Humani Tsunami and the beginning of Contrail. We as a group started looking at concrete festivals related to the game we were trying to work on. Contrail is a competitive multiplayer game where players fly around a unique space and attempt to cut one another off by creating a collidable … Continue reading More Planes!
The Maker Faire is the Greatest Show and Tell on Earth—a family-friendly showcase of invention, creativity and resourcefulness, and a celebration of the Maker movement. It's a place where people show what they are making, and share what they are learning. During the JDE showcase in the summer, we connected with people affiliated with this … Continue reading Mini Maker Faire
We brainstormed 14 potential ideas for our next game. The majority of the games were focused on creating local based games and we were researching if our brainstormed games have been created in the past. Over the weekend the group was assigned to brainstorm and bring in new ideas for the next week. The methods … Continue reading Back to Square One
The reason why we put HumaniTsunami on hold was because our instructors asked us to find the core of our game and we were unable to discover the core. Within the last week, we looked for 20 other games that are similar to the game, and find what made our game unique. The core makes … Continue reading Putting on Hold and Finding a Core
When the producers of JDE came together to decide on a schedule for the summer, they decided that a submission to the IGF would be the ideal goal for games that we created. Now, the IGF is not the definitive end goal for JDE. In fact, if our games don't end up as IGF submissions, … Continue reading Shooting for IGF Submission
While deciding on a art style for Snow Angel we went through a number of revisions. However, the one thing that became clear as we began working on the game was that we wanted our environments, characters, and aesthetic to evoke the same feelings that a player got from playing classic platformers, like Mario and … Continue reading Art Style & Aesthetic
This week we decided to finalize our level blockout and change how our level looked. Originally, we were planning to have the level be made as a low poly terrain, until we found out that hexagonal terrain stands out and doesn’t blend with our assets. It looked better than how we originally planned and shifted … Continue reading Fluid Development
Developers always need time to spend away from computers. Here at JDE, we occasionally take various field trips across Chicago. While JDE is primarily focused on making games, excursions away from games helps to cleanse our creative palates and allow us to come back rejuvenated and ready to look at games from a whole new … Continue reading Not Just Games….
While Designing levels for Snow Angel, we do so as one large group instead of assigning one person to design each level. We do this for a number of reasons, the biggest being that it allows us to quickly bounce ideas back and forth with each other (including iterations and additions) and gives each team … Continue reading Designing Levels
The designers of the JDE had the opportunity to talk to industry veterans who were also Founders of the former DGE. One of them, Patrick Curry, is a current developer at Unity who gave a lot of insight from his time at DePaul University. Since Patrick has so much experience, Sam, Andy, and Josh spent … Continue reading The ‘Shark Fin’ Theory
Going to Bit Bash this year was incredibly useful as a fellow designer and producer of games. The biggest thing that stuck out to me was the focus on couch co-op games. From Regular Human Basketball to Pocket Rumble, we are, at least in the Chicago scene, are seeing a renaissance of sorts in terms … Continue reading Bit Bash!
After a week of designing the gameplay of Humani Tsunami, we decided to do a Prehistoric Level for our Vertical Slice. We as a team had to decide on how the terrain would work for the player with our game. The original gameplay consisted of geometric box like terrain, but the question was how it … Continue reading Creating ‘The Land Before Time’
Humani Tsunami has gone through a lot of design pitches and phases to flesh the gameplay out. The original concept was just destroying objects in this geometric like world, but it seemed too similar to mobile games and other hoard based mechanics. We decided as a team, that we should try making less about destroying … Continue reading Getting to “Noah’s Ark”