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TEMPUS

A linear adventure game driven by student ambition.

Projet

10 Weeks Development, 4 People
My role : Developer, Game Designer

In this project I was part of an ambition driven student group. Willing to work hard and bring a game out on Steam. We pushed the school to create a Steam page to publish our game. We adopted professional  approaches to development by being iterative, using version control and going into detail with the development of the game.

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DEVELOPMENT

In this project I was mainly responsible for the entire programming of the game. I also contributed by creating the rock critter asset including model and animations.

Paper prototyping

Using paper prototyping to support level design.

In order to create a more tangible version of the game world. We recreated the key elements of the game our of paper and props. This allowed us to quickly iterate and come up with new layouts for the progression of the game. Paper prototyping is a great tool to use when level designing.

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Sound Design

First time creating sounds for games.

In this project I was able to experiment with the creation of sounds to support the game. This was done using everyday objects and a creative approach. Great realisation as to how difficult it can be to create cohesive sounds to support in-game actions.

USER TESTING

Public Playtest Session

First time organizing a playtest event.

With the goal to properly experience the development of a game, we organized an event where people could come and play the game. A great event and overall success. The players with the fastest time to finish the game were rewarded with free pizza.

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The Team

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Colin Michel

Programmer, Game Designer

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Jonas Melgaard Jensen

Game & Level Designer, VFX Artist

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Sofie Kjær Schmidt

Concept Artist, 3D Modeler

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Maja Sayk Sørensen

Art Director, Concept Artist, 3D Modeller

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