Platform: Installation Game The Locker is a mixed-reality installation game in which you explore physical artifacts with your hands and reveal memories using a bewitched magnifying glass. When you receive a note from Jade, a mysterious student at your high school who has recently gone missing, you decide to do some snooping. Inside her locker, you’ll find diary entries to read, physical puzzles to solve, artifacts to investigate, and memories to reveal. FEATURES Snoop through the locker of a student who has recently gone missing Reveal her memories using a bewitched magnifying glass Solve physical puzzles and clues she left behind The act of exploration doesn’t just belong on a screen. When we’re immersed in story, we want to smell it, touch it, probe it, engage with it. The Locker empowers players to physically snoop through the personal belongings of the protagonist and solve the puzzles she left behind. With each clue they uncover, players reveal bits of her story through film. The Locker seeks to seamlessly blend these physical and digital elements, and find a way to do that with an augmented reality lens. To bring out the player’s inner detective, The Locker embedded that lens in a magnifying glass. Players grab the handle and examine objects just as they would have seen in an old Shelby Woo episode. As players peer through the magnifying glass at an artifact, they reveal the protagonist’s memories of that artifact in the form of a film vignette. The power to see the history of objects was inspired by Octavia Butler’s “Mind of My Mind,” an Afro-Futurist novel about a secret international community of telepaths. The Locker was envisioned by an unlikely pair—a maker of tactile experiences and an interactive film designer—who joined forces in a graduate production course taught by Richard Lemarchand at USC. We combined our strengths by weaving puzzle solving, physical exploration, and non-linear storytelling into a cohesive mystery-solving experience. The Locker began life as a shoebox filled with papers and, following Lemarchand’s iterative playtesting methodology, evolved into a metal school locker filled with personal artifacts. The film sequences began as hastily drawn storyboard cartoons and blossomed into film vignettes produced with a full cast and crew. Since its completion, The Locker has been featured at Indiecade 2016 and at showcases around campus. As a portable experience contained in a single locker, it just might pop up where you least expect it. TEAM Lishan AZ – Game Designer, Director, Writer Chao Chen: Game Designer, Editor Alex Heinrich: Composer Other Contributing Artists: Jinghui Dong, Patrick Quah WRDO Film Crew: Christopher Ortega, Jheanelle Brown, Olivia Taylor-Butler, Jazmine Hill, Kelley Kali Film Cast: Cherita Armstrong, Alexis Snell, Gregory Kennedy, Robert Streit Learn more at playthelocker.com
Platform: Card Game Spellbound is a challenging, multiplayer word game, where you and your friends are wizards. Wizards who partied a little too hard last night. Now you’re hungover and cursed. Really cursed. The curses can be broken by saying certain magic words, but your hungover and cursed brains have a very limited vocabulary. Work together to break as many curses as possible, and avoid the mockery of the wizarding world! FEATURES Grappling with vocabulary Humourous communication Drunk and cursed wizards Spellbound requires a timer, a sorted set of letter tiles, along with our deck of magic word cards. We’d be happy to set up a game for you, and can be reached at firstname.lastname@example.org and email@example.com. Spellbound’s origins lie in the affordance project for CTIN 488. We had such a blast making and playing Spellbound that we’ve been planning on revisiting the project. TEAM Brenden Donlon Rama Gosula Maura Perlow Gunnar Washington
Platform: Board Game A 3-5 player cooperative communication game where one player must tell other players to complete a certain task. That one player is not allowed to speak or gesture, and must utilize their creativity to manipulate the given word cards in order to communicate with others. FEATURES Use 20 words to try to get your friends to do silly things in over 40 challenges Laugh and cry at the same time at your friends’ inability to decipheryour mangled mess of messages. Feel smug and smart when you somehow manage to guess your friend’s tangled web of words Watch as your friend’s eyes pop wide open as they finally understand what you’re trying to say. Hi-Five your friends! Do a secret handshake! Pretend to be a dinosaur! It was made as a final project for CTIN 488 Spring 2016. TEAM Michel Wong – Lead Sam Shipp – Producer, Will Guthier – Designer Vincent Yang – Designer Timothi Lim – Box Art Artist
Platform: Card Game Cat-A-Pillar! is a 3-6 player card game about building long cats out of things like dragon wings, or shark fins, or…cherry blossoms? Use your special limbs to dismember your friends’ cats, then add their limbs to your own body to become the longest (and best) cat on the table! FEATURES Build a really long cat out of really weird things Be the best cat that you could ever hope to be Dismember your friends! (Or at least, their cats) (Or at least, cats made of cards) Cat-A-Pillar! started as the final project for IMGD’s CTIN-488, also known as the board game class. The team loved it a lot, and was given the chance to bring it to the experimental Polishing Class in spring of 2016, where it was beaten down and forged into something that they could really be proud of. The game Kickstarted successfully in July of this year, and showed at Indiecade in the Board Game section as an Indiecade Select. The team is extremely proud of how far they’ve come, and are more than happy to show it off at Winteractive this year. TEAM Katie Yu – Art + Design Mia Sarrio – Game Director + Design Katie Moses – PR and Design Follow them on Twitter and Facebook!
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!
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.
Platform: iOS Game Tiler Teller is an educational game that comes with an interactive toy (a sponge cube with 6 different tiles attached with an tablet app) for kids. The game integrates digital storytelling with physical puzzle solving and teaches kids about shape, color and number recognition. FEATURES Make an enjoyable family storytime for both kids and their parents. Combining digital fairytale book with tangible interface. Unlock story pieces on screen by solving physical puzzles. Use unique combination of sensors to recognize the puzzle pattern in play, connecting the device over Bluetooth to tablets running iOS or Android. We are making this project for CTIN-532 Interactive Design and Production I. In a team of 2, we were asked to make an interactive project throughout the whole semester. Being interested in alternative controls and educational games, both of us agreed on making an interactive experience for families so that parents and kids can spend time together playing games and creating stories. At the same time, we wanted to help kids practice their ability to recognize colors and shapes and improve creativity through solving puzzles. TEAM Xian Lu – Programmer, Assorted Xiaoliang Shen – Producer, Assorted
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
Platform: Twine Game A woman is married to a man who teases her about a locked Armoire that he keeps in her chambers. One night, while he sleeps, she decides to investigate the manor and open it. FEATURES Gothic Horror Mystery Adaptation Female Protagonist This game was made in Richard’s class and then made better in a polishing class taught by Sean and Jesse. TEAM Co-creators: Bethany Martin, Kyle Moses Play the game here!
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!