10000 YEARS

Collin Kelly

Platform: Twine Game A found poetry/ruins exploration game in which you explore hypothetical versions of nuclear waste disposal sites created to keep people out for ten thousand years. FEATURES Type poignant words of found poetry and explore them. Watch villages grow and die. Pass like a shade through the world, changing nothing, hoping that the ancient danger underground goes undisturbed. Pet your cat. This game was inspired by an article a friend shared with me (http://bit.ly/1uPFFi7) about constructing a nuclear waste disposal site such that it will be left undisturbed for 10,000 years. The article’s powerful wording took my imagination by storm and I quickly realized I had to create my idea of these locations through the medium of games. TEAM Heather Robertson – Everything Click here to play!

Co-Operatives

Collin Kelly

Platform: PC w/ iPad Game Co-Operatives is a cross-platform asymmetric cooperative game for 2 players. One player takes the role of a Secret agent-in-training, while the other takes the role of his Remote Handler as they attempt to overcome the International Espionage Academy’s most deadly simulation. FEATURES Solve puzzles collaboratively as you work with a friend to put your complementary skills, information and play-styles together to undertake your final exam at spy school. Created for Richard Lemarchand’s production class. TEAM Julian Ceipek – Design and Development Patrick Quah – Design and Writing Julie Buchanan – Audio Design

Scope Creep

Collin Kelly

Platform: PC/Mobile Game A time travel stealth/action game. FEATURES Do a day’s worth of tasks in mere minutes! Avoid your past selves! Don’t die from a paradox! Complete your cheapskate boss’ requests! The team had worked together in the past with some success; once at the White House, another time at USC rival Chapman University; but never all of us together at the same time. It ends up – we make even cooler stuff when it is all together! And so Scope Creep was born, becoming Global Game Jam 2016’s only entry at USC to win multiple awards. TEAM Aaron Craft – Sound Elise Fachon – Art James Fiacco – Tech Brian Handy – Design Follow and learn more at scopecreepgame.com.

Oblige

Collin Kelly

Platform: Unity Game Oblige is a narrative exploration game where you play as a lower class mother of two living in Hong Kong during the 1970s. The game consists of a unique keyboard mechanic, detailed aesthetics as well as a unique story that is based on the creator’s grandmother. FEATURES The game allows the player to immerse into the role of a mother who has to choose between short-term family errands or the future of her children. The story is authentic and allows for lots of contemplation. Unique game world, allowing players to explore the unique urban aesthetic of Hong Kong in the 1970s. Meticulous pixel art style that presents the complexities of living in one of the densest city in the world. The narrative of Oblige is set in an environment and time period that is rarely explored, and it breaks game protagonist conventions by allowing players to immerse themselves into the role of a Cantonese housewife. This game is created for USC’s Intermediate Game Development class. The inspiration of the game came from an interest in combining a unique and fun keyboard mechanic with an emotional story. There is also an interest between the game’s creators in developing a game that can express more complex emotions, as there have been many indie games in the past few years that have succeeded in doing so. Oblige has been nominated for IndieCade Game Festival 2017, and the game can be downloaded at jocelyn.itch.io/oblige. TEAM Jocelyn Kim – Lead Engineer & Designer Ivan Tsang – Lead Artist & Designer

Sky Command

Collin Kelly

Platform: PC Game An asymmetric multiplayer team-based competitive action game where you cooperatively pilot an airship and attempt to destroy enemy airships. FEATURES Networked team-based cooperative multiplayer that supports 4, 6, or 8 players Each airship team consists of two players, a navigator and a gunner The navigator steers the airship with information about the overall map but limited information about the immediate surroundings The gunner shoots at enemy airships from a number of gun placements on the ship, but lacks strategic information about the location of enemy airships across the map Partial VR support, allowing one person in each team to play using an Oculus or Vive headset This game was a project in CTIN 484 Intermediate in Spring 2016. We wanted to make a competitive multiplayer game that had a hidden-information aspect. We also wanted to make a VR-compatible game. Sky Command succeeded at all of these tenets, creating a cooperative/competitive experience that imposes an atmosphere of frantic communication between teammates. TEAM Kat Gray – Artist/Co-designer Matt Levonian – Programmer/Co-designer Download a playable build here!

Harmonious Zero Cool

Collin Kelly

Platform: PC Game HZC is a 2 player beat ’em up co-op game, where players share a single weapon: a magical, possessed keytar. The mechanic is reflected physically as both players share a single controller. FEATURES Shared controller 2 player co-op where players must pass the weapon back and forth 2.5D humor, ghosts, music police, and walls of cars chasing you Created for CTIN 484 Intermediate Game Development Spring 2016 TEAM Cathy!? Trang & Maura Perlow – Creators Jueseung Lee – Audio

All’s Fair

Collin Kelly

Platform: Board Game All’s Fair is a party card game in which two players take the role of suitors attempting to seduce the third player – the bachelor. They build and pitch dates that they feel will be effective, and then ruin the other’s date with wildly inappropriate and sometimes disturbing sabotage cards. FEATURES Compete with one another for the affection of one other with ridiculous, but enjoyable dates. Ruin relationships and possibly friendships as you absolutely trash those dates. Attempt to learn the exact dating interests of friends or strangers in a bid to best seduce them. Someone went on a date built in All’s Fair and described the experience as “Sloppy, but pleasant.” Created for an out-of-class, but in-school project. TEAM Sam Celeste – Lead Designer Ana Solimano – Executive Producer Clerisse Cornejo – Design & Writing Rachel Emig – Art Director Joeyee Tan – Writing Director Sydney Lang – Writing & Design Kevin Ke – Art & Design

The Curious Tale of an Unexpected Visit

Collin Kelly

Platform: PC Game The Curious Tale of an Unexpected Visit is a side scrolling adventure game about the balance between self-affirmation and social expectations. With its unique combination of Victorian steampunk collage art and a comedic absurdism inspired by theatrical farces, the game explores the dramatic potential and emotional resonance of a mundane situation. As clumsy robot Charlie, the player faces the chaotic task of cleaning up its owner’s living room minutes before an unexpected visit. FEATURES Players control clumsy robot Charlie, moving around a rich collage world. Players can grab and drop objects, and rearrange the environment. The world and NPCs procedurally respond to player’s choices. About 99% of the visuals of this game are public domain images from the Internet Archive Book Images, which has over 14 million images from 2 million public domain eBooks that span over 500 years of content. Every single prop and furniture has been carefully selected among thousands of images, and put together with Photoshop to create the game’s environment. Fun fact: Both Amelia and Ferdinand characters come from a 1911 Macy’s Spring/Summer Catalog. The artist is fascinated by the idea of remixing public domain art from old books and catalogs to create something entirely new, while playing with the meaning we ascribe to objects. For this game, the visuals have inspired much of the narrative and feel, aiming to produce a fresh perspective on the original material and the context in which it first existed. This game is being made for this semester’s CTIN-532 class with Richard Lemarchand. The Curious Tale of an Unexpected Visit evolved from the idea of rituals in our day-by-day lives, and finding interesting experiences and absurdity in the mundane. It came about after a series of individual prototypes from both team members magically came together in terms of thematic and player dynamics. TEAM Gabriela Gomes – Designer, Lead Artist, Narrative Designer, Sound Designer Dave Yan – Designer, Lead Programmer, Animator, Sound Designer

Epitaph

Collin Kelly

Platform: Web Game Epitaph is an alien civilization extinction simulator: a text-based idlegame in which you observe (and optionally interfere with) the development of procedurally generated alien civilizations, trying (and usually failing) to help them stave off a wide variety of existential risks. Will your interference give them the edge they need to survive and flourish, or will you inadvertently cause the deaths of billions and the total collapse of civilization… again? FEATURES Interfere with the development of alien civilizations Become personally acquainted with dozens of unique extinction events and existential risks Feel deeply pessimistic about the future of all sapient life Epitaph makes extensive use of procedural generation. Pretty much everything about the alien civilizations is generated, including the languages from which things like their species names, city names, and home planet names are drawn. Because Epitaph targets the web platform, it adapts fairly well to a variety of different screen sizes, so it might be a good fit for a large touchscreen display. Since it’s an idlegame, it “plays itself” when left alone, so it could be left running in the background on a large screen and people could occasionally tap things to intervene as they passed by. I made Epitaph in the first two weeks of September 2016 as an entry for the Fermi Paradox Jam on itch.io. I’d been wanting to make something involving procedurally generated civilizations for a long time, but the mechanics of how the player would interact with these civilizations continued to elude me. It was only when I saw the FermiJam prompt that the final pieces of the puzzle fell into place. TEAM Max Kreminski – Designer Download a playable build here!

Dandelion

Collin Kelly

Platform: iOS/Android Game Dandelion is a simple yet philosophical game. Normally speaking, it is a 2D mobile puzzle game. You help the dandelion to spread seeds among the mountains and caves. The main mechanics include shifting perspective and striking the screen to blow seeds through the wind. Your aim is to bring life to every corner of the world. FEATURES Players can use the theory of perspective difference and optical illusion to solve the puzzles. Rather than hinging on a dramatic arc, the narrative of Dandelion dramatizes the mundane life cycle of a simple dandelion. The game was awarded Best Student Game at IndieACE Chine 2016. TEAM Atwood Deng – Designer Programmer, Artist Xiao Liang – Composer Download the game from the iTunes Store or the Google Play Store!