A year of Game Design distilled into one presentation – while that’s not an entirely accurate description of Game Design’s industry presentation night, you could tell the students felt the weight of expectations in the room. Here they were, with the games they’d worked on for almost four months, presenting to a standing-room only crowd of industry professionals – potentially their future employers.
Over the course of the evening, hosted by Senior Instructor Andrew Laing, students fielded hard, on-the-spot questions about their design choices, the inspiration for the games, and their future plans, including monetization. Leading off was the team behind Daru, a side-scrolling platformer that gives special attention to both combat mechanics and movement. Andrew Denault, Damien Le Lievre, Pedro Portasio, and Andrea Del Bello adjusted its design mid-development when testing demonstrated that the highlight for players was using Daru’s chain to glide about the levels.
Blending retro adventure gaming with modern design techniques such as mo-cap using Kinect, In Plain Sight, by Brooke Fargo, Hami Arabestani, Melissa Schnarr, and William Shyu, is the atmospheric tale of a father looking for his kidnapped son. Set inside a militarized hospital, the game relies on voice work and visual cues to guide the player down a stealth-based path.
The first Facebook game created by VFS students, and the first student game from North America to appear on Facebook, Zombie-Kiri puts you in the role of a zombie-fighting, hoverblade-riding ninja, who can choose to protect, abandon, or “kiri” your actual Facebook friends who populate the game. Students Stuart Saunders, Stanislav Costiuc, Nathan Nasseri, and Clarence Chan designed the game to address a hole they saw in the Facebook market – games for hardcore gamers.
If horror puzzlers set in Victorian hospitals are more your cup of tea, Anthony Butler, Brandon Dolinski, George H Charles, and Vlad Volynine have the game for you. Forget Me Not Annie sees you play as the titular Annie who, with the help of her location-swapping, talking teddy bear, tries to navigate her way out of the depths of her nightmares.
You also have to escape certain doom in Falling to Pieces, but that’s where the similarities end. Here you are an outdated robot, sent to the recycling pile, desperately trying to save both yourself and the other relegated souls from the pit of fire. To do so you’ll be relying on the three forms your robot can take, solving the puzzles and situations Bashar Al Halees, Brian Canart, and Trevor Da Silva have placed in your way to freedom.
The final game of the night, Remnant, took us to the farthest reaches of space, as the captain of a transforming spaceship aided by drones. Elliot Hudson, Waylon Snedker, Luke Takeuchi, Lance Mueller, and Ryan Jones have created an open space world that is constantly trying to kill you; in your favour are the ability to slow down time, and the aforementioned drones which allow you to change your ship into three, increasingly powerful weapons.
Afterward, the assembled guests were taken upstairs to the Game Design campus, for a chance to play the games they just saw, and ask further questions.
Congratulations on an engaging evening of presentations!






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