A nonviolent dungeon crawl with a metapuzzle ending.
My role: Programmer
This game design is modeled on a game called Enchanted Forest and designed around an Egyption tradition where people would commission a custom “Book of the Dead” to help them in the afterlife. Each round you design your book of the dead, then you journey through the afterlife in seach of new spells for future travelers to put in their own books.
Can you solve the riddle to unlock the last spell?
Game created for Global Game Jam 2012. Developed in Unity3D. Development time: 48 hours. Really 38, since we all went home the first night.
Created by Team Somnia:
Producer/Game Designer: Yotam Haimberg
Artist: Anisha Deshmane
Sound Designer/Composer: Eric Hamel
Programmer: Brad Buchanan
You can find a download link here.
Over the 2011-2012 winter break I organized a play-by-email game of Mafia for about forty of my ETC colleagues. Yotam Haimberg and I co-narrated the game, which lasted one month.
We’ve created a full record of the game where you can read it from any one player’s perspective, or see the whole thing at once.
Although Mafia has been around for some time, in our game every player was given a special role (some of them quite unusual) and it was an excellent learning experience to design and run the game. I’ll call this a mixed success; it didn’t hold players like we hoped, but those that were involved had a lot of fun.
A “down the rabbit hole” tabletop adventure for three players. Created for my game design course – My first experience creating, playing or running a tabletop RPG.
A print-and-play race to build the pyramids! My second dice game, created for my game design course.
A parlor-style dice game for two to four players. Created for my game design course.
Yesterday, I ran my first tabletop RPG.
My only previous experience with tabletop storygames was one abstract GM-less game (like Polaris) that was fun, but nontraditional. Now in my game design class I’ve been assigned to create and run an adventure module using light, D&Dish rules. The goal is to tell a strong interactive story with a good interest curve. Remember, I’ve never played D&D before, much less run it.
I’d say the session was a surprising success!
I’ll upload my full postmortem when it’s complete. For now I’ll summarize by saying that things started slow but picked up well, and the best moments were when the players surprised me with their ingenuity. At one point they devised a plot worthy of any TV show that I hadn’t planned for at all. Thanks to Dave, Kai and Jimmy for playing!
I’m taking Mr. Jesse Schell‘s Game Design(ed) class this semester. As our first assignment, we were tasked with creating an improved version of Hopscotch. Here is my version.
“There and Back Again: A Hopscotch Tale” is a cooperative hopscotch game themed around Lord of the Rings. It is designed for nine players, but has handicap scenarios for less. The game is extremely difficult, and designed so that some players must fail for the others to succeed.
In playtesting the game was met with enthusiasm. The high difficulty was confirmed (which I attempted to tone down each iteration) but the result was exactly what I wanted – people were highly engaged with one another, encouraging each other and strategizing together to overcome the very difficult game.
I count this a success. We’ll see what grade I receive.