Sneaky Snake AR Developed for the Microsoft HoloLens, Android & iOS Past meets future, a classic game inspired us to bring a fresh experience to players.
Game play video coming soon...
Project History 3 Seniors with big aspirations... Production started in late January of 2018 as a Senior Indie Capstone for Columbia College Chicago. After 2-3 weeks of prototyping and learning on the fly about developing for the HoloLens, current progress was scrapped in favor of a new direction. Our team's goal was to showcase at the Game Developers Conference in San Francisco, which was a short 6 weeks away. We kicked it into high gear knowing we actually had 5 weeks to bring our project within scope and submit our build. I am proud of my team and ecstatic to say we accomplished our goal...actually we crushed our goal! See you all in San Francisco where participants will be competing for prizes at the Columbia College Chicago Booth #2230 in the South Hall of the Moscone Center!
^^^make sure to check the Leaderboard to stay up to date!
Game Controller The Game Controller was one of the most proud portions of "Hiss || Miss" that I worked on! It was a blast to make the backbone to the game play and I had the opportunity to work alongside Justin. After making our switch to a round based arcade style experience, I began to hash out all the possible variables and states we would need. Once those started rolling, I began writing in the different needs for each state and was able to lay down the framework for our Game Controller. I pushed my progress over to Justin to begin our pair programming session. We proceeded to link up what we needed from Kevin's back-end work, Justin's game play scripting and our level design.
Honestly, our flaws were really exposed at the beginning stages of this script. For example, my logic about the separate states was a bit off, in terms of what happens when or if we should Coroutines or not. Without a doubt this script is what helped us fully realize what sort of game play we were developing towards. My biggest take away was learning about EventSystems, using Singletons and how to communicate when pair programming.
QA/UX Our calvary of 6... Quality Assurance and User Experience have been a huge portion of our development. Our QA team helped us make it through many sprint goals by keeping us honest about bugs, the flow of the game, the many versions of UI we developed/scrapped, etc.
By using Hansoft and Trello I have been able to closely monitor our team's progress and maintain a consistent workflow. The nature of developing a game for your senior capstone is having juniors be on your QA team and intern for the project. So it has been crucial that I also build upon those students education and work habits to better ensure their success in their developer careers. It has also been a wonderful learning experience for me to help lead a group of 6 student developers in areas of programming, design, art and QA/UX. This has been great practice for my career goal of being a Lead Designer.
Thanks to Alex, Ali, Anthony, Brenna, Eric and Russel and keep up the good work!
Art Our modelers of 2... Optimizing art for the HoloLens can be seen as crippling in the mind of some Game Art students. As for Cole and Kyle, they were not phased by it. They both collaborated with Justin, Kevin and I to achieve a retro-nostalgic art style with drawing inspiration from arcade style "snake" games, Geometry Wars (Bizarre Creations), The Magic School Bus (Scholastic) and Bordelands(Gearbox Software).
As we further expand the game, Cole and Kyle will have more food and snakes to model. Our team is looking forward to our different snakes and food families!