Thomas Kobelsky
Game Designer

778-987-4441
gd09thomask@vfs.com

#508-980 Seymour St
Vancouver, BC V6B 1B5



Link to Blog
Link to 3D Gallery
Link to Dev Blog


Group:

Mark N. BarkerThomas Kobelsky
Braden BahenKyle Jensen

In our 4th term of the Game Design course at VFS, we had to create a game developed in Adobe Flash. In the span of only 2 months, we were able to go through the entire process starting from pre-production, and moving in to actual production.

I was the one behind creating the character animations and front end for the game, as well as working along side the programmer for fine tuning gameplay, discussions about mechanics, enemy balancing and quality assurance testing.

Mark created a website for Gizmosis here, where you can learn more about the rules and even play the game for yourself. He also wrote up a few snippets of what each person did on the project through his eyes.

The Story of Gizmosis


The Widgets are attacking Gizmo City! You play as the white Mini Gizmo who must defend Gizmo City from the attacking Widgets. These intruders are rushing towards the center of the city in an attempt to take out the Master Gizmo which powers the whole city. You are the city's last defense.

As each enemy Widget is eliminated, their Alternating Current make up gives off an electrical discharge and is converted into Direct Current, which feeds straight into the Master Gizmo, increasing its energy reserve.

The Rules of Play


In order to progress through levels you will need to collect a number of Red Widgets determined by your level number. The number of Red Widgets you require and how many you have collected can be seen in the lower right hand corner of the screen in the ‘collected’ box.


But be quick, the Master Gizmo’s energy is constantly depleting. You need collect enough Red Widgets to end the attack before the city runs out of energy. Fortunately for you the one way to get fresh power reserves for the Master Gizmo is destroying more widgets!


Don't forget about the other Widgets that are attacking the city as well. The speedy Blue Widgets draw a large amount of energy from the Master Gizmo when they collide, which gets turned into static electricity that dissipates into the air.


Althernatively, the Green Widgets are a slower enemy which deal less damage to the Master Gizmo. However, the Mini Gizmo is able to take their pulsating energy and convert it into useable power to feed the Master Gizmo with, keeping its energy resources filled.



Group:

Mark N. BarkerThomas Kobelsky
Braden BahenKyle Jensen

Starting in our 5th term and continuing into halfway through our 6th term at VFS, we went into production of Hench, a fast paced action-platformer developed in the Unreal 3 engine.

Set in an abandoned trainyard with a cel-shaded art style, the main objective in Hench is to gather Ghosts and feed them to your Master in the center of the stage to increase his energy and essentially bring him back to life. However, the Master is constantly expending energy to stay alive, and attacking Ghosts will decrease his energy level faster.

We used our Flash game "Gizmosis" as a sort of prototype to see how the risk/reward system would play out, and doing this solved a lot of our initial worries in terms of if it would be fun to play. It also helped us envision how pathing works and what kind of environment would be "too open" for this style of gameplay. Another advantage the prototyping gave us was the hindsight to improve upon what we already had. More mechanics were introduced, mulitple height levels were created, and less time was spent clarifying pre-determined things between team members.

The Servant and the Master

The player controls a goblin-like creature called Hench. His devotion to the Master transcends the grave and leads him to an abandoned trainyard struck by destruction where the souls of the victims wander. Equipped with a demonic soul-devouring potato sack, Hench must find only the ghosts of the innocent victims to appease his Master's blackened heart and satiate his evil hunger.

Being the only character able to jump, Hench is able to navigate the ruined train yard with the slightest of ease. Taking advantage of multiple levels of heights to both avoid and prey upon ghosts, he is able to save his Master's soul and embody him inside pieces of the train yard.
Being the Master of all things evil, there is always a point where you must make a return to plague the world with unspeakable horrors. Being unable to perform any kind of physical interaction with metaphysical brings, the Master orders his most loyal underling to step up and gather as many innocent souls as possible to feed upon.

The Enemies

Tank is the Attacking Ghost who is constantly drawn towards the center where the Master is. When he collides with the Master, he takes off a large chunk of energy from the Masters reserve. Tank is also the slowest advancing enemy in the game, but the only one who can actually do any damage to the Master.
Mercedes is the Food Ghost. Capture and feed her to the Master to replenish and fill his energy reserves. After capturing a set amount of these Ghosts, a cut-scene will play where the Master grows larger, gathering parts of the environment to build his body. After several of these cut-scenes, the player wins the game. Through our prototype "Gizmosis" we felt that two of the enemy types could be merged into one (the Red Widget and the Green Widget) to form the Food Ghost Mercedes. This let us introduce a new enemy, Jet. She is also the fastest ghost in the game, and the only one who runs away from Hench.
Jet is the Special Ghost; the only ghost who will have a negative effect on the player when they collide. If Hench has any Ghosts captured when Jet touches him, all the ghosts will be released from the sack while a stun effect for a few seconds is induced on Hench. He is also the only enemy that will chase after Hench anywhere on the map. However, since he cannot jump, the player is able to "trap" Jet behind obstacles to make a clean getaway.