EGD Games
An image from Above the Clouds

Above the Clouds

Our team began the final project for Experimental Game Design interested in making a game that challenged typical video game standards and encouraged not leveling or power, but instead calm, mellow exploration. We have hence attempted to create Above the Clouds, in which there are no rules, no points, and no way to win or lose. The player only experiences the freeing sensation of flying and exploring the world in a way that he or she has never seen. In a very short period of time, we have attempted to document the world and various cities as best we can, in addition to the creation of a hang glider apparatus for the player to lie in that creates the sensation that he or she is actually flying. Using a Wiimote to replicate the steering mechanisms of a hang glider and the Ogre3D engine, the player can easily fly through the world. Our game will features exciting, unique places, including New York City, Paris, and the Great Wall of China in order to give a small glimpse of what we would like to do if we continued to work on this game on a much more grand scale. Above the Clouds© is owned by Team Hang Gliding.

Audiotron logo

Audiotron

Audiotron is a game which engages the player in a full-body and full-sensory gaming experience. By utilizing a player's natural, real-life movements we are not only stimulating the user's sense of touch but also promoting a healthy gaming experience. By tying both graphic and game-play elements to a music track we hope to engage the player's visual and aural senses in a way that has more impact than most games. By combining these tactile, visual, and auditory cues into one cohesive whole we hope to create a more immersive and accessible gaming experience. This game is programmed in Python and uses WII, and custom engineered IR interface.

The Flee level

Flee

Flee is a 2D interactive game, programmed in Python, where the character has to navigate through a maze, and arrive at the end without getting caught by the different creatures in each level. What makes the game interactive is the controller: it is a custom made floor pad that the player runs on, in order to move the character though the level. The faster the player runs, the faster the character will go on the screen. Some levels will force the player to run faster to get away from the creatures that are chasing him/her.

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Nonsentience

Nonsentience is an exploration in blending the two diametrically opposed genres of survival horror and comedy. In order to accomplish this, the genres meet on the neutral ground of "action-puzzle", creating a unique experience for the player. You take on the role of Delta, a resurrected cyborg who is trying to escape the lab she was reanimated in. Throughout your journey you will meet psychotic robots, solve challenging and unique puzzles, and combat your inner demons, who have taken the form of computer viruses. Quite obviously, hilarity ensues. This game needs Microsoft Visual Studio and the XNA framework to be able to run.

Nova Radix logo

Nova Radix

Programmed and run in Java, Nova Radix follows in the line of recent puzzle games, like Valve's Portal, and Shift, of Armorgames, and expands on a new environmental mechanic. The player controls a robotic character exploring an abandoned spacecraft. The twist (no pun intended) is that you have the ability to pivot the 2-D room 90 degrees at any time, effectively changing the direction of gravity. You can use this power to fling yourself over obstacles, reach unreachable switches and gates, and make your way to the exit, tunneling through this strange and dangerous environment. All graphics were made using Adobe Photoshop, and Eclipse was used to write and compile the code.

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Soundscape

Soundscape explores the use of music as a focus of conflict, replacing the traditional rockets and bullets with rhythm and harmonies. Players are equipped not with rifles, but instead with music players, projecting their chosen genre of music into the surrounding environment. Conflict and cooperation come from the mixing of different genres: a discordant, clashing soundscape proves damaging to a player, while a harmonious soundscape is beneficial. Players must consciously decide how their music is expressed as they react to the musical environment around them. Soundscape aims to redefine cooperation and conflict in a first-person shooter environment. In modern first person shooters, teams (or the lack thereof) are very rigidly defined and enforced, punishing players for cooperating with others outside of the bounds of the system. We aim to provide an environment where allegiances are as free-form as they are in life. Teamwork is encouraged between players, but not required, nor are there set teams: players may choose to cooperate with other players at their whim, the system becoming a facilitator of this interaction rather than an enforcer. Soundscape is programmed entirely in C++ using open-source libraries. All 3D artwork, including character modeling and level design, is done in Autodesk Maya. Musical assets for the game are composed and recorded in Apple™ GarageBand.

Treasure logo

Treasure

Treasure is an action-adventure spelunking game with a simple goal: find the treasure. Go to the next floor. Unfortunately for you, every link of the food chain down here could very easily eat you. Better learn to run. Although a simple game on the surface, Treasure features a working ecology and a sophisticated level generator, and has plenty of tricks to discover. More importantly, the actual experience of playing Treasure can at times be quite frightening, and has been known to cause panic in small rodents during clinical trials. Treasure is programmed in Java.



Faith Fighter

Faith Fighter is the ultimate fighting game for these dark times. Choose your belief and kick out your enemies. Give vent to your intolerance.