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Binary

Summary :

Binary is a 3D third person puzzle game where the player can rewind time and create clones that mimic their previous actions.

Binary was created over three months with a team of 5 in Unreal Engine.  It features time manipulation, cloning, and positional puzzle mechanics.

Role:

Team Size:

Engine:

Development Time:

Genre:

Players:

Controls:

Level & Systems Designer

5

Unreal 4

3* Months

Third Person Puzzle

1

Mouse & Keyboard

Copyright © 2016 DigiPen (USA) Corp. and its owners. All Rights Reserved.

Personal Contributions:

  • Implemented various cinematic and puzzle blueprint actors for quick content implementation

  • Built and tested levels two and three, including the various puzzles within the level meant to teach new mechanics to the player

Post Mortem

This project actually began the summer before the semester began, but as a completely different project known as Desert Lotus.  That game took the clone mechanics found in what's now known as Binary and combined them with parkour, similar to that which you'd see in games like Prince of Persia.  Unfortunately, that project ended up being cancelled due to various problems within the team, and the gameplay devs decided to take parts of the previous game to create what is now Binary.

Overall, I think Binary turned out to be a fairly successful vertical slice.  We were able to successfully teach the player the basic mechanics they'd need to be successful in the game, and provided them with puzzles of increasing complexity to allow them to master those mechanics.  Although none of the puzzles are particularly inspired, I think they successfully show what the game could be if we continue to flesh it out in the future.

The Good

The Bad

  • The team was able to put together a complete and polished vertical slice in a very short amount of time

  • The cloning mechanics proved to be interesting and engaging while not being overly complicated

  • The art still looks pretty good despite being done completely programmatically

  • We shipped the game without any known bugs, which is a big achievement at DigiPen

  • The game is fairly content light due to the restrictive timeline we had to work with

  • The narrative elements, menus, and sound were all thrown together hastily, and it shows

Game Credits

  • Ryan Baker - Systems & Level Design

  • Jonathan Blunden - Level Design

  • Josh Louderback - Gameplay Programming

  • Austin Morris - VFX Programming

  • Kali Wakely - Producer

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