Organica
The Brief:
We were given the task to think about three potential future scenarios, with one being possible, one being plausible and the other being unlikely. We then had to come up with three different game ideas based on these future scenarios. One game idea was then chosen to further develop the concept and then developed into a fully functioning, polished demo.
About the Game:
Organica is a isometric, top down, hack and slash, where you and up to 3 friends find yourselves trapped in a warehouse owned by AI worshiping cultists. In this world the advance in technology is what led to its downfall, augmentation has become the standard and the singularity AI runs the world. You are one of the few people fighting against the AI after being forcefully augmented by the cultists. Will you be able to resist and break free, or will you cecum like the rest of society?
My Role:

Group Members:
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Stuart Proctor (Game Design and Programming)
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Seth Gordon (Game Design, Art and Animation)
My main role during this project was that of the artist. It was my responsibility to model, texture and export all the assets that were needed for the game, including characters and their corresponding animations. Along with this I aided in the design of the game, coming up with ideas and formulation of the plan of action when moving forward with the game. The software that I used when fulfilling my role as the artist was Blender.
Ideation Snapshots:



Laying Pipe
The Brief:
This project was a game jam project, where we were tasked with forming groups of 4 - 6 with a mix of second and third year students. We were then given the theme "Depth", with a time frame of 72 hours to ideate, plan and develop a prototype for a game, revolving around the theme. For the brief, three fully planned ideas were needed, however, only one game needed to be created. While the hand in for the brief allowed for extra working time outside of this strict time frame, the majority of the project had to be made within that window.
About the Game:
Laying Pipe places you in the role of a deep-sea with the task of repairing the oil pipe on an off-shore oil rig. One of your collogues, the previous diver responsible for repairing the oil pipe of pump 7 has gone missing and you have been tasked with finding him. As you descend into the depths in search of your lost collogue, you'll repair the oil, collect scrap and unravel the mysteries behind pipe 7.

Group Members:
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Stuart Proctor (Game Design and Programming)
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Seth Gordon (Game Design, Art)
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Benjamin Ristow (Game Design, Art)
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Jack Robinson (Game Design)
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Devilliers Cloete (Game Design, Art and Animation)
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Piere Louw (Game Design and Programming)
My Role:
My main role during this project was that of the artist. It was my responsibility to model, texture and export all the assets that were needed for the game. This included environmental pieces, as well as a few of the various interactable found within the game. I also aided in the ideation process of the game, helping brainstorm and come up with the ideas that produced the final product. The software that I used when fulfilling my role as the artist was Blender.
Ideation Snapshots:
Ideation process

Gameplay Planning

Gameplay Planning

Story Planning

Gameplay Planning

UI Planning
