Hey everyone! Sam here to tell you guys and gals about the latest additions to the game as well as discuss our findings from the latest playtest. The biggest additions to the game is the rough first pass at implemented art. As you can tell from the above picture, we have made great strides in … Continue reading Playtest Session #3
Hey! Sam here to talk to you about how we are designing the level for our vertical slice. As you can see above, we are dividing the demo into two major parts: the observatory and then the other half of the map is devoted to the main 5 puzzles of the game. The observatory serves … Continue reading Laying out the level
Last Tuesday was our first big playtest to test the validity of our mechanics and to get players' opinions on the art style we are trying to implement. As you can probably tell from the screenshot I took, the game is very bare bones in terms of art, but this initial test was mostly used … Continue reading Playtest #1
Hello again! Tiffany here. This week, we went through making a lot of changes to our designs and concepts for the ship game we are making. An idea everyone liked was some type of catamaran, and we came up with a collaborative sketch of what we all think might make a good model for our … Continue reading Bringing concepts to life…
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”!