Vertical Shift is a multiplayer VR game where you fly through a city using grappling hooks, jetpacks, wings, and other innovative locomotions. The game features hand-crafted maps for the players to swing around and fly through, emphasizing the unique variety of gameplay mechanics. The game types emulate competitive sports, such as Tag, Capture the Flag and Racing. We aim to create a new and engaging experience that will keep players coming back to play with their friends.
This project started as an idea between my colleague Ben and I, who were interested in pursuing exciting ways for VR players to move around a virtual space. Our first version of the game where you could swing and jetpack around a basic city map was so exhilarating, we knew that this was a game worth pursuing. Although we had no experience in it at the time, we made the determination to build this into a multiplayer game so that we could compete with our friends online.
I began working on the multiplayer component of the game using Photon in order to allow players to compete against each other and be able to interact with each other in VR. Ben pursued developing the levels and creating engaging designs that highlight the strengths of our unique locomotion mechanics. We eventually brought on additional classmates, Jacob to help us with User Interface, and Connor who led our QA testing.
Today, we have active Alpha testing held weekly within our community’s discord channel (linked below). Our main game mode is freeze tag, where two teams face off 5 v 5 and try to catch and eliminate the other side. Teammates can untag each other to get them back in the game, making this a fun, team-driven competitive experience.
After being bitten by a zombie, you learn that you are immune. It is now your moral responsibility to reach the vaccine research facility down on the east coast, Salvation. On the road to Salvation, you will struggle to balance with avoiding the dangers of the zombie apocalypse while scavenging for enough resources to keep you alive long enough to save the world. Road to Salvation is a 2D top down arcade style shooter that relies on rapid thinking in order to outrun hundreds of infected within close quarter urban environments.
The concept of this game is one I had held in my mind for a long time. Once it came time to start my senior project at KSU, I had deemed it time to try and see how far I could get shooting for the stars on my own. I quickly learned its better to work in a team. Nevertheless, I am still proud about this small game, which is maybe a 1% prototype of my full vision.
Due to the fact that this game was developed almost entirely by me, it ended up being a lot of firsts. In preparation for this game, I purchased Aseprite and got to work learning to do simple, yet (hopefully) stylish animations and tile maps that would allow me to design my own unique worlds. One of the most memorable moments when developing this game was producing the sound of the zombies by sampling my infant niece crying and lowering its pitch.
The other contributors were my brothers Ian and Lorne, who helped with the quests and dialogue. Brandon and Chase were classmates at KSU who provided the soundtrack and title graphic, respectively.
In this original take on asymmetric, hide-and-seek VR, face off against your friends to outwit each other in a classic Spy vs. Spy scenario.
As the VR player, cover the rooftops and hunt down the agent. Teleport from point to point to search the area. Use your bow and arrow to take out suspicious civilians. Don’t let the agent complete their objective.
As the PC player, blend into the crowd as you attempt to pick up intelligence and deliver them at drop off sites. Use special abilities to prevent the Seeker from catching you. Complete the objective before time runs out.
Upon buying my Oculus Rift, I knew I had to jump immediately into developing for it, so my roommate at the time, Jacob, and I got to work putting together a fun and simple party game that we could use to entertain the rest of our campus.
This game was completed in our free time after about a week of learning, working, and testing. Jacob polished all of the mechanics with intuitive UI and particles, while I had set up the initial VR components, player controllers, and the crowd behavior.
Danger Will Robotson is an education-based puzzle game that teaches the player to think like a programmer. In an effort to save a mars rover, the player must learn how to relay commands that will guide them around dangerous terrain.
This game’s mechanics, User Interface, and sprite art were developed entirely by me. I received help with writing the dialogue and tutorials from my brother Lorne. The soundtrack was written by a classmate of mine, Brannan.
This game started out as a class project focusing on educational games, however I continued working on it beyond the semester. I had gotten invited to present my game at Dreamhack Atlanta’s Pitch Contest and was also provided a free booth in their student section.
Motion Blur is a first person puzzle game where the player is held captive in a maze and forced to solve puzzles in order to find their way outside the dungeon. All the while, the player is suffering from a concussion that blurs their vision if they continue moving for extended periods of time. Don’t wait too long though, for your captor is tracking you down and trying to kill you…
This game was built in 48 hours as a game jam conducted by our university. While I’m usually more involved in the programming side of development, this game was my first real experience focused on design and team management rather than trying to do everything myself. This weekend has forever cemented me as their person who uses salsa and queso as moral support. All of the team members from this project ended up working on Vertical Shift.