This is a bit of a throwback. I was going through an old hard drive and found this animation I did while I was at Studiobanks. From what I remember this was used as a commercial/promo for Studiobanks that played at the ADDY Awards in 2008.
My bud Keeley Carrigan did all of the character designs which were apart of a t-shirt/sticker/mural branding thingie we were doing at the studio at the time. In our office’s foyer we had a huge vinyl decal made of his design that was really something to see.
A wooden background was actually a design element we used in all of the company’s branding. In fact, a wood background was used in almost every version of studiobanks.com that we made.
It was really neat seeing this again. I had a lot of fun working with Banks and all of those dudes for that chunk of my life.
Here’s a little game prototype I made over the weekend with my pal Keeley.
You’re a little ghost possessing other characters in order to make it through each level. It was pretty fun to work on so far. Maybe we’ll spend some more time on it and build it into a more complete game.
Aside from myself, I’m the only person within my family and group of friends that owns a VR Headset. This is more than a little concerning when I plan on releasing a VR Game that I want people to actually play. To get around this issue I’ve been localizing Toy Gun Office Simulator in order to make it playable by as many folks as possible.
For its initial launch on Steam it should be translated into Chinese, English, French, German, Italian, Japanese, Korean, Polish, Russian, Spanish, Turkish, and Ukrainian. I’m using I2 Localization in Unity which at least makes the coding part of this relatively painless. Although it has been interesting working through the design challenges involved in this effort and I’m hoping that it makes a difference in how accessible the game is.
I’ve finished the fourth level Toy Gun Office Simulator will be launching with! In this one you try to survive waves of enemies trying to shoot you with their own toy guns. I tried to make this feel as close to how a toy gun fight would in an actual office with your co-workers and am really happy with how it turned out. This level’s definitely my favorite so far and the handful of folks I’ve had test it really enjoyed it too. 🙂
I’ve been working on a SHMUP-style space level for the game. In it waves of targets move towards and past where the player’s standing. I was a bit concerned with motion sickness but since we’re doing this whole “augmented office” look-and-feel — having the persistent office scene that the game’s overlaid on seems to ground the player well and prevents them from getting sick.
The level also has these boss waves that breakup game play and provides another challenge for the player to conquer. I’m pretty excited to have some folks play test this one!
As of this afternoon the skeleton level is done! Or at least done enough for folks to start play testing it. I’m a bit of a fraidy cat so it’s been a little stressful building this level where you really have to keep your head on a swivel. Overall I’m really happy with how it’s turned out. Above is a GIF of how things are currently looking.
I’m working on a space shooter level next. A lot of its components should already be built out from when I was prototyping things so hopefully finishing that level will mostly consist of putting a bunch of pre-existing pieces together.
Over the last couple of months I’ve been working on the game’s look-and-feel, menus, and target practice level. I feel like the game’s come quite a long way and will hopefully be in beta soon.
These screenshots don’t really do the colors justice. It’s a neon nightmare with a VR Headset on. I’m going for a low-poly, early video game aesthetic to the AR layer of the game so I’m really happy with how gross and retro it is.