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Overview: Monolith was made for the Jam-O-Drum, a rhythm-and-collaboration-focused device made by an Entertainment Technology Center Alumni (Tina Blaine) .

Roles: Game Designer / Artist

Personal Contributions: Contributed in design and iteration of story and world, playtested core gameplay mechanics, and modeled world-building assets in Maya and Blender.

Tasks:

  • Designed level and playspace for the phases of Monolith

  • Designed architecture, drum panels, and final boss

  • Wrote and voiced spoken narrative for final video

Platform: Jam-O-Drum | Team: 2 Programmers, 2 Artists, 1 Sound Designer | Time Frame: 2 Weeks | Engine: Unity 3D

World: Four tribes come together to build a monolith, but their want for more leads to a dangerous path…

Design Challenge: Design a game in two weeks that tells a story.

Design Goal: To tell a story about the fall of man.


Week 1:

Initial Concept Drawing

Final Phase Concept Image

Chance, our Sound Designer, came to us with a striking idea for the Jam-O-Drum. He wanted to design a world where by the end, guests were literally “black bagged” and taken away by authority. The guests would all build up a tower of some sort together, but eventually have it taken away from them, and eventually be killed by their own creation. We decided to split the world into two phases. Phase 1 would allow collaboration for the 4 Jam-O-Drum guests in a beautiful, green environment and mostly consist of the building. Phase 2 would be the gray, bleak Utopian environment brought forth by the players.


Assets:


Interim Feedback:


Week 2:

There’s always room for improvement…:

Overall I am very happy with the final design of Monolith. I believe a lack of surprising the guest of “oh, shit, we asked for this…” was to blame for Jesse and Dave’s final critique. An intermittent gameplay element which forced the guests to draw all over the beautiful green environment, or a removing saturation from the pen colors as time went on may have allowed for a stronger connection between the two phases.