Have a play

Posted in Uncategorized on May 31, 2011 by Martin Haythornthwaite

If you would like to try the lastest version of our game it can be downloaded at



To play the game you can use WASD keys with the mouse, and use the E key to interact,

Or you can use the Xbox controller and X is to interact.

If you want to quit at any time, please just press the Tab key and type ‘exit’.

Tell us what you think!


UI Design – Computer Terminals

Posted in Uncategorized on April 11, 2011 by Sam Gilmore

There’s a link that cropped up early today which has tickled my fancy after a rather long and uninteresting search for UI design inspiration for the terminals in our work room. The post from take’s photos from a variety of Sci-Fi films and is well worth checking out.


Meet Gibson

Posted in Level Design, Production, Programming on March 16, 2011 by Martin Haythornthwaite

This is the latest video of our game, it shows significant development  to the level. It also shows our  first attempt of the AI computer’s voice, a character by the name of Gibson.

Gibson will be used to driving the story of the game at times and it is very important that the player can hear and understand what Gibson is saying. For this reason both me and Sam have decided that this first attempt at his voice is not right.  We were using a text to speak program, but now have asked a friend to do the voice. We feel that it will also improve they relationship we want the player to have with Gibson as more emotion can be added by a voice actor reading the script that both me and Sam have written.

Game Structure (Revised)

Posted in Uncategorized on February 18, 2011 by Sam Gilmore

A seven weeks left remain until the game needs be pretty much wrapped up. As the time has gone on various tweaks to the game’s story have been made. I thought I’d just post this for reference. It’s in a flowchart sort of format but it’s not really a flowchart at all. It’s basically the structure of tasks from beginning to end required to complete the level. (Click to enlarge)


Power for the Teleporter!

Posted in 3D Design, Production on February 18, 2011 by Sam Gilmore

So the narrative of the game has changed a little bit which was to be expected. A sequence closer to the end of the level requires the player to find and restore power to the teleporters to return home. Here they are. (Click to enlarge)

Adding power to the Level

Posted in 3D Design, Level Design, Production with tags , , , , , , , , , , , on January 30, 2011 by Martin Haythornthwaite

This is the latest video of our game. It shows the player finding a battery and adding it to a power unit, so they can open a door and move to the next room. It has all been done using Kismet. The Video also shows a lot of other meshes that we have both been working on. Most are finished, but some still need amending.

Communications Video With Pizza Boss

Posted in 2D Design, Motion Graphics, Production on January 19, 2011 by Sam Gilmore

Ok. So if you’ve read so far back as our post on the chronology of events for the game (viewable here), you’ll know there’s a part in the game in which our main man has to phone home in order to figure out what to do next.

My good friend William Bloomfield recorded a scene with one of his friends pretending to be the chef for our “Rocket Powered Pizzas” company. The recorded dialogue that came out was hilarious, was pretty hard finding the clip we wanted from the medley of amazingness he sent me. Within the gaming environment is kinda annoying because on the one hand you want to tell a really good story but on the other your faced with possibly annoying the player for making him/her stand idle too long, watching a video or cut sequence. I think we got it just right.

All sounds were created within Logic, visual effects created within After Effects. Remember this is to become a material for one of our computer screens in game, so the aspect ratio has been created portrait for a reason.