This is Adam Purvis and I am one of the environment artists for Chained.
WHAT DO I DO?
Well, like David Scamehorn, I was also brought on about halfway through development, primarily to design and create environment assets for use in the game. As time went on I was also tasked with placing assets in game and animating them to achieve some really great effects in some of the later stages of the game. On occasion I am also known to throw in a good idea or two out about other things as well.
WHAT’S BEEN GOING ON?
Well we just got done presenting our game down at GDC and we received a ton of positive feedback for the game as well as constructive feedback as to where we should take the game next. As of this moment the game is ready to go but with career day just around the corner, we all agreed that we can make the game just a little bit better. Not that it’s not already beautiful, but because we can make it even more so.
Mainly with the polish this time around, we’re focusing on tightening everything up. This means cutting down longer walking segments, re-working some textures, fixing any remaining bugs, and generally just putting the finishing touches on everything. We are all extremely excited for career day and most of all presenting this to the company representatives that attend.
All said and done, we are super proud of what we’ve accomplished and can’t wait to see peoples reactions to the game that we’ve created.
Alright, the moment you have all been waiting for, a playable version of our game! Here it is! Enjoy!
You’ll need to download the Unity web player, sorry for the load times!
Hold Right Shift + P to teleport Player to Mouse Location
Hold Right Shift + a # to jump to that level
Due to it being a web build, you are unfortunately missing out on the awesome shadows and more advanced graphics. Once we hit Gold, we will post an installer that will let you experience the game in all of its glory.
Hello everyone, Jonathan here.
It has been a little bit since I last got to keep you updated about what has been happening, but hopefully you have at least noticed the Beta Build we have just posted above. We are incredibly proud of the work and quality the game is currently at, and we are even more excited to continue working on it and making it even better.
Perhaps you saw some of us there, but a good portion of our group went to GDC in San Francisco. We had a great time, especially when we showed off our game at the YetiZen party. The feedback was amazing, and was far beyond what we were expecting to hear. We had a large crowd of people as they were either playing or watching the game be played, and it seemed that people were blown away by our project. That is super heartening to hear and definitely boosted our spirits. Not to mention we all got to meet some really cool people there. Thanks guys.
We also wanted to take a moment to thank Intel for hosting the University Game Showcase on last Thursday. I know that David made a mention about it on this website. We spent a good amount of time making a very professional and engaging presentation, and when we went on stage, we definitely did not disappoint. We were one of the few teams without a single technical issue and the crowd seemed thoroughly engaged. While we did not win, we were still very pleased with the experience. Congratulations to Kraven Manor and Demon Wagon studios for winning best gameplay and visuals at the event. All of the games there looked really interesting to play.
A badly-lit photo of us at the Intel Event.
From Top Left: David Scamehorn, Anne Feeny, Jonathan Gregoire, Decker “Fantastic” Geddes, Jon Everist
From Bottom Left: Brandon Anderson, David Fenton
As you can imagine, with GDC happening, not much work got done on the game. More importantly, everyone on the team was able to enjoy their spring break and are excited to finish up the game.
See you guys around,
Hey Everyone, Jonathan here.
Pretty soon we will be putting up the Beta build of the game, including a playable web build here on this website. Before we do that however, the team noticed a few usability issues that we wanted to fix first, so, as soon as that is done, we will have a playable version posted here.
We expect to have it up and running no later than this Tuesday, March 25th.
To hold you guys over until then, we hope this video of one of our later levels will help the wait.
David here, just your friendly level designer for Chained.
WHAT DO I DO?
I was brought on half-way through development to help with the design and construction of three of the gameplay-heavy levels of Chained, as well as to contribute to other aspects of the game’s design. I work side-by-side with the other designers to establish a level flow that fits within the narrative arc and puts the metaphorical mechanics to work. I also get to work on really important tasks with the artists, like hiding toy bears in various breakable objects in every level.
WHAT’S BEEN GOING ON?
A lot’s been going on. We have just recently wrapped up the Beta build of our game, so technically our game is content complete at this point. We have all of our levels arted and sounded, and a lot of polish has gone in to making the game’s endings effective.The game’s lookin’ real good now and it just needs a little more love before we’re ready to release it to the world.
Now we’re all on spring break and all of our tasks have been met for this milestone, so we’re not really working on anything at the moment. That is, except for GDC prep!
We’ve been invited to a party sponsored by Intel to compete against other school teams for a chance to win some Intel technology for our school. Adrian and the team have been really hard at work getting some of the game’s effects to be compatible with the DirectX 11 build of our game to show off on the Intel hardware they provided us with. John, Brandon, David F., and Decker will be handling the presentation, but the majority of the team will be there in person and/or spirit. This all goes down this Thursday night (3/20), so wish us luck!
Hi everyone Keith here for your weekly dose of Those Guys!
So we are at an exciting time in the life cycle of Chained. We are just about to head into our Beta milestone, which means that the game is feature and content complete. We still get to do lots of polishing and sprucing up though. Along with the pressure and excitement of Beta we have another awesome opportunity which Asrian briefly mentioned last week. We and another DigiPen team were selected to present at the Intel event down in San Francisco for GDC. This is a huge opportunity for use, it gives us some exposure, a purpose for heading down there, and really puts the pressure on us to succeed. Brandon, David Fenton, Decker, and Jonathan are all heading down to give the presentation, shop the game around, meet some cool interesting people, and maybe even pick up a contact or two to help them get jobs!
What we’ve been up to.
This last week has been crazy for everyone, and we have quite a bit to show.
Adrian has been working to Get his custom fog working with Direct X 11 for the Intel Event
David Fenton, has been fixing player controller bugs as they pop up. Who knew building a platformer character controller that was attached to a weighted object could be so challenging? In exciting new David has gotten an interview with a secret company that needs a rocking programmer. Go David Go!
Hans has been improving the AI and performance of our helper/hinder bats and wisps. They’re looking really good now after Brandon made a pass at them.
Speaking of Brandon he has been hard at work trying to make sure his levels are looking and playing right by incorporating playtester feedback.
Jonathan has been working tirelessly on getting the odds and ends of the game squared away, from the animation controller to making sure the chain stays taunt, to finishing his own level at the end of the game.
David S has been hard at work under some pretty tight design constraints, putting together 3 unique levels to flesh out the middle section of the game.
Anne is progress very well with her animations. Everything looks really good in her animation software , and pretty good in the game itself.
Hojun has been working on “arting” up two levels to include in his portfolio, the Fall and David S. Ball weight level.
Adam has been cranking away on one of our most animation intensive levels of the game. With relive he ahs finished that and moved back to creating environment objects.
Decker has been doing as Decker does, and busting out large chunks of art assets to levels that need them. Performing lighting passes, and putting in so much of Adrian’s volumetric fog it would bring a tear to a Scotsman’s eye.
Jon Everist has been very busy has he has contracted a disease known as “a full time job” but he’s made good and has continued to work on the audio scape of chained, all that’s left is to implement and hear the awesome.
I’ve been stressing out over getting the presentation ready for GDC and trying to make sure that tasks don’t slip through the cracks as we run toward Beta.
Stay tuned as we have some juicy screenshots incoming sooner rather then later.