All projects were made for Gameplay and Prototyping (IGME.603 Spring Semester 2215).
Gameplay and Prototyping focuses on the design methods, strategies, and to some extent tools used in the creation of video games. Over the course of a semester we made a total of 6 games each spanning about 2 weeks, with the last 2 games taking about 3 weeks each. For each game, we were put into different teams of 4/5. After the 1st week, we were required to turn in a structural prototype. At the end of the 2nd week, we took our prototype and playtested it with everyone else in the class before submitting our playtest notes and final build.
Strongholds
By Sean Foley, Joel Shaji Kuriakose, Pruthviraj Solanki, and Katarina Tretter
Welcome to Strongholds, Your Majesty. Do you have what it takes to lead your army through a brutal battle to march to the rival army's stronghold and bring it down to the ground? If you do, you have come to the right battleground. Let's get started.
Strongholds is a two-player turn-based strategy game, where each player has access to an unlimited number of troops that they can strategically deploy to make up their army. A player, in their turn, rolls a set of dice that constrain their troop spawn, attack, and movement choices. The goal of each player is to advance their troops to destroy the opponent’s stronghold while also deploying troops to defend their stronghold. The battlefield is a 14x8 square grid, and both players can spawn troops at their starting lines.
Season Soiree
Made using Unity (2020.3.14f1) by Corinne Fair, Gel Howell, Patrick Mitchell, Katarina Tretter, and Archit Vishnoi
Responsibilities: Game UI and UI art, game asset art
The ancient people of Europe once believed that Yggdrasil, the World Tree, was the skeleton of the very universe itself; its roots weave through the underworld, and its branches hold up the cosmos. Yggdrasil does exist, but instead of having a trunk that spans light-years, it is a simple ash tree, nearly indistinguishable from the other trees in the forest around it. It keeps watch over the Earth and keeps Ragnarok at bay, and its vigil is a lonely one; only the people of the small Danish town of Essetofte know that Yggdrasil guards their lives and so they keep watch over the tree to ensure it is safe.
However, Yggdrasil is beginning to dry up. The northern rains aren’t bringing it life, nor is the water that the townspeople bring it. The ground rumbles as Ragnarok approaches. In order to bring life to Yggdrasil, it must drink life-giving water from Mimir’s Well, which resides on the other side of the village. It just so happens that life-giving water is alive, itself. Lucas is a magic drop of water from Mimir’s Well that alone has the power to restore Yggdrasil and save the world from Ragnarok. He must cross Essetofte and its surrounding forests to make his way to Yggdrasil unharmed to water the World Tree. Lucas’s journey will be a long one, spanning seasons, but he must water Yggdrasil before it dies completely and its protection over the world fades.
As the player, you control Lucas and his journey across Essetofte. In this 2D side-scrolling platformer, you must change the seasons and Lucas’s form in order to overcome obstacles. In the summer, Lucas is liquid water that can flow freely but can also evaporate if you aren’t careful, and in winter he is a ball of ice that rolls across the snow covering the town. Cross the town, avoid territorial animals, and fulfill your purpose of saving Yggdrasil!

UI sketch
Apple
Fence

Hedgehog
Water droplet
Ice ball

Lantern
Pipe
Tree healthy
Tree meh
Tree dead
Pile of leaves
Signpost

Water icon

Ice icon

Tree healthy icon
Tree meh icon

Tree dead icon

Menu background

Vertical button

Start button
Ghosts
Made using Unity (2020.3.14f1) by Raj Barot, Tom Choi, Robley Evans, and Katarina Tretter
Responsibilities: Game art and UI, character art and animation
This game is a 2 player, 2D top-down survival shooter. In this game, the players are ghosts who must destroy the enemy's haunted house while protecting their own. For the sake of simplicity, the player's haunted house will be referred to as HQ, while the enemy's haunted house will continue to be referred to as the haunted house.
Enemies will spawn and either attack the players or the HQ. When the enemy touches a player, the player is temporarily stunned. While stunned, the player is unable to move or shoot. Player 1 is tasked with shooting the ghosts and the enemy's haunted house. Player 2's job is to protect Player 1 and their HQ by intercepting the ghosts.

Title screen background

Game background

Player 1 Ghost

Player 1 Ghost Stun

Player 2 Ghost

Player 2 Ghost Stun

Enemy Ghost

Projectile

Enemy Haunted House

Projectile 2

Player Haunted House
Smol Rockie
Made using Unity (2020.3.14f1) by Brody Davidson, Ajay Ramnarine, Destiny Treptau, and Katarina Tretter
Responsibilities: Game UI, rock customization inventory and functionality, shop inventory, ability to take and save screenshots
Smol Rockie is a game about playing dress-up with your pet rock. As you spend time with your rock you will gain rock candy that can be spent to get outfits and skins for your pet. These outfits are collected through a gacha that will either return rock candy, gems, an accessory, or a skin. You can then dress up your rock with the outfits and skins as a reward for all of its hard work.









Source Code: Smol Rockie GitHub
It's Not A Cult
Made using Unity (2020.3.14f1) by Mason Gaw, CJ Knapp, Aditya Patil, Parth Rustagi, and Katarina Tretter
Responsibilities: Game UI, game world layout (art by LimeZu)
You play a person who has X amount of days to get their house fixed before it is bulldozed. Because you can't afford contractors, you instead go to the bar and "hire" some easy labor from there. It is up to you to chose the best people for the job by inferring what their stats are.
Each person at the bar has a job/life title that is indicative of their underlying stats. You will be able to see stats once you hire them, but not before. Once you've hired a full party, you drive back to your house and get to work setting them to tasks. If a contractor fails a task, they face an unfortunate end.

Bar

Street

Recruiting someone at the bar

Current party

Getting equipment from the bartender

Full party

Mansion foyer

Assigning person to task

Task successful

Mansion kitchen and living room

Task failed

Mansion master bedroom and bath

Mansion guest bedroom

Task failed

Mansion hallway

Bar without furniture

Bar with furniture

Mansion without furniture

Mansion with furniture

Empty street

Street with assets
Source Code: It's Not A Cult GitHub
Game Name
Made using Unity (2020.3.14f1) by Julien Chaulot, Ben Schlegel, Kesaven Shan, and Katarina Tretter
Responsibilities: Game UI and art, title screen background
In Game Name, the player is an artist. They must create paintings to showcase in The Museum of Modern Intergalactical Art. While painting, the player will receive feedback from the inter-galactical beings spectating at the museum.

Title screen


Main drawings screen

Example of aliens giving commentary on player's art

Example of paint bucket tool

Example of different shape and sized brushes with different colors

Naming artwork

Final scores from the aliens
Source Code: Game Name GitHub