The game is a couch coop action game where players compete to get the maximum amount of gems into a treasure placed in the middle of the level map. It was created in a group of four at university.
at the end of the match, the player with the most gems placed in the middle treasure chest becomes the winner.
The creation of the game was smooth; all groups members worked hard on it. My work consisted of creating the first prototype for the game, and for the final product creating the spawnable gems and collecting system.
The game's art style is focused on low polygon 3D models because of their simplicity and ease of optimisation.
The game is a top-down 3D game. the gems that need to be collected spawn randomly in the level map and they have a glow to them so they can be distinguished from other level objects (this is also why the graphics are low-poly so the player's view isn't overcrowded.
Particles in-game are simple too, making the game more optimised performance-wise
Ubisoft prototype showcase
After we hit the deadline for the creation of the game, every group in the classroom was chosen to showcase the game to a game developing company. The companies chosen were either Ubisoft or Playground games.
In our case we had to showcase our game to Ubisoft so we showcased the game to a bunch of Ubisoft staff with controllers to play the game coop and show the mechanics we created and then they would judge the game and give us some tips from their experience in game design.
It was great fun and we had a few problems at the showcase with some pesky bugs that happened to show up in the presentation, but either way the Ubisoft staff were very friendly and accomodating, while also giving great advice on how to make the game more unique and satisfying to play.