Shades of the Past

Collin Kelly

Platform: PC Game A room escape game in which you can switch between two room states–past and present–in order to solve puzzles and escape the room. FEATURES Pick up and place objects in order to solve puzzles Freely switch between past and future versions of the room you are trying to escape Solving puzzles in the past effects the present state of the room The narrative behind the game is that of a Japanese family in WWII that had been wiped out by the atomic bomb dropped on Nagasaki and the player, whose character had grown up hearing about WWII from his grandfather, who had fought against the Japanese. There were plans to expand on the narrative more in-game, but time constraints limited the narrative to what was included in the final build. This game was created for Intermediate Games Design. We wanted to make a puzzle game but we weren’t sure of what kind until we found out that we both enjoyed room escape puzzles. TEAM Jason Ulloa – Lead Programmer Jason Xu – Lead Artist Click here to download a playable build!

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!

SUNDOWN

Collin Kelly

Platform: PC Game SUNDOWN is a top-down multiplayer stealth game where all the maps are covered in darkness, and every player shares the same view of the screen. Use the darkness to sneak up on your friends and shoot them. But be careful; shooting will light you up and reveal yourself to everyone! FEATURES Unique stealth mechanic 6 Weapons that favor different playstyles 3 Zones with unique mechanics 12 Map variations 4 Distinct player characters 5 Game types Numerous game variants Dynamic Soundtrack SUNDOWN won BAFTA’s Ones to Watch and US Imagine Cup Nationals and has been shown at SXSW and WTFox. The game was made for the 2015 Dare to be Digital competition. At the end of the competition, it was nominated for the Ones to Watch BAFTA award and later won the award in the Spring of 2016. TEAM Teddy Park – Artist / Designer Cynthia Cantrell – Artist McLean Goldwhite – Programmer / Artist Aaron Hong – Programmer / Designer Gracie May – Artist Jade Park – Sound Designer Kenny Regan – Composer Steven Li – Programmer / Designer Devin Li – Usability Learn more at sundown-game.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

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

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

Grassdancer

Collin Kelly

Platform: PC/Mac Game A 3D Physics-Platformer from a bug’s-eye view! You’re a tiny grasshopper with big ol’ legs, trying to make a living at the bottom of the food chain. Leap over vast distances, avoid predators, zip between individual blades of grass, and bloom each of the seeds hidden in the environment! FEATURES A radically small perspective and sense of scale. A unique, launching-based movement system. Vertical platforming that allows you to scale anything in the environment. A dynamic ecosystem of creatures and critters. We have exhibited the game to tens of thousands of people and we have pitched the game to PlayStation, XBox, and Oculus. Grassdancer began as an intermediate game project inspired by the documentary “Microcosmos” and was then developed further by a team of six USC game designers, who traveled to the UK in summer 2016 to compete against 15 international student teams in Dare to be Digital. TEAM Brendan LoBuglio – Game Director/Engineer Ryan Bobell – Producer/3D Artist Lex Rhodes – Art Lead Will Anderson – Designer/Engineer Chloe Lister – Designer/Engineer Jonathan Bodian – Composer/Audio Designer Find out more at grassdancer.garden.

I Can Feel It Coming in the Air Tonight

Collin Kelly

Platform: Twine An interactive fiction Twine game about a boy and a girl and a general. FEATURES Immersive field recording soundscapes 30 minutes of play Intertwining narratives for a tense cohesive whole The game was awarded as Official Select at Meaningful Play 2016 and Official Select at International Conference on Interactive Digital Storytelling (ICIDS) 2016. TEAM James Earl Cox III – Designer & Developer Julie Buchanan – Soundscapes & Audio Artist Click here to play!

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

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!