Intersection Games will be going the process of, once again, choosing its next game to produce. Looking forward to pitching my game to the team. I'm working on a variation of the Tower Defense genre for mobile platforms. You will be given a large map of enemy towers that will target your forces as you try to siege the enemy base. It's your job to command waves of units and by issuing a sequence of commands to your army through a queue on screen. Of course there is a lot more design in place at this point however, I have to leave SOME ambiguity don't I? Let's just say the game is based on the idea that "Hindsight is always 20-20" (Wilder).
![]() Tomorrow, April 30th, my team and I, Tetra-Directional Labs, will be hosting a beta test for our game-in-progress,Phaser.The beta test will be hosted at the University of New Mexico's Hartung Hall, from 3:30 PM to 5:30 PM. The main features to be tested will be: the new lab layout (designed by yours truly), the ai systems, maze indicators, combat systems, as well as the implementation of the newest enemey model, the Echo Reeve (to the left). Come out and support us as we move forward to our release coming up! ![]() "Tetra Labs", a small production for my design class, takes place within the corrupt Laboratory, TetraDirectional Labs. As an added bonus, the game occurs as the player swaps between four alternate dimensions that make up an intricate maze to solve. All of this happens while simultaneously being hunted by one of four unique creates in each dimension. While on the production of "Tetra Labs", I wear many hats as lead artist. Recently, I've been tasked with the construction of the maze itself for the game. I've found that mazes themselves can prove to be quite challenging to design. This task is compounded when the space you have to design the maze grows smaller. Throw in three other dimensions that have to branch off of the original while preventing the player from finding short cuts, and you have my project for the past few days. Despite the challenge, I jumped straight into this assignment like I would any other, blocking out the direct paths from start to finish, making a second pass to create detours and dead ends, working backwards to eliminate shortcuts and create bottlenecks, and finally, ensuring that maze was not overly complex. Overall, I'm please with the result and am looking forward to next weeks Beta! Next up, modeling it! This Wednesday, April 30th, my development team and I, in the Interdisciplinary Film and Digital Media Program's Advanced Game Development class, will be hosting the Beta Test of our game, Tetra Labs. The playtest will showcase the work that the team has been putting together for the past 4 months including, core game mechanics, enemy ai, combat, and level design. Many of the game's art assets will be featured in the beta test. The test will take place in Hartung Hall, at the University of New Mexico in Albuquerque, NM from 3 PM to 5 PM. Anyone is welcome to come join us as the group prepares for the release of Tetra Labs. Come by and help us out! James Romero has begun work on the construction of this online resource to share his most current undertakings and work. This will include an online portfolio of Concept Art, 3D Art and work pertaining to his work at Intersection Games. In addition, this web resource will be updated on a regular basis with the most recent work or projects that James has done, or is currently working on. Check back as the site progresses for further updates. |