Game Design Phase 1 Level design is like a barrel full of laughs along with some heated arguments. As designers we have control the overall look and feel to the game. Being all from creative backgrounds we each have different perspectives to contribute to the game. Although each has a unique outlook on how to […]
The Problem After switching to Unity, we were up and running in no time with the canonical platformer physics model: A simple circle with a rectangle perched atop it. Things worked great — by keeping the physics body at a fixed angle, we were able to apply simple forces to get the character to move […]
Evolution of the Concept Art The art in siphon – like most art – is inspired from the creativity of others. We were not only inspired by artists we follow on the internet, but by each other. In the beginning of our production process we created many versions of plants, machines and character concepts. It’s […]
Where the Rubber Meets the Road After a few months of preproduction and concept creation, production is finally in full swing here at Siphon. I mean, brainstorming is fun and all, but now it’s time for the good stuff — partially working, insanely buggy, REAL gameplay! There really is nothing like seeing the beloved character […]
At Siphon (corp.) we’ve been tirelessly working day and night — okay maybe not every day and night — to bring you a creative, beautiful, interesting, fun video game conveniently named Siphon. As we near the second semester of our work in the IFDM capstone class at UNM, we want to unveil some of our […]