UAT Student Blog

The UAT Founder's Game Jam 2019

Posted on Oct 4, 2019 12:00:00 PM by Jordan Brown in game theory, in gameplay, in gaming, in Game Design, in Gaming Industry, in game jams, in game programming, in Founder's Game Jam, in video game development

Just the other weekend, I hopped into my 7th UAT hosted Game Jam with a group of friends and for 48 hours straight, we developed a game from scratch. The theme of this jam was Halloween, so the games we made were all in some way related to our favorite spooky holiday! A lot of very unique games were created during this jam, so instead of just talking about mine, I wanted to dive into a few of the other teams’ individual experiences and ask them how the jam went for them.

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Creating a Super-Powered Character

Posted on Feb 6, 2019 12:00:00 PM by Jordan Leong in Game Animation, in Game Art, in game art and animation, in game degree, in game design degree, in gameplay, in game, in Game Design, in character design

Since the last post was a deep analysis on the entire “super” element in fantasy and science fiction, I think it would be something rather beneficial to any of you potential writers, roleplayers or character creators in general to provide to you a very special list. This post is going to be my personal tips when it comes to making super-powered characters, regardless of genre. I gave an example of a character of mine at the end of the last post, but I think it would be awesome to go through the process of creating one with you guys step by step. Without further ado, let’s begin.

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Coming Soon: Dishonored 2

Posted on Sep 15, 2015 10:56:41 AM by Admin in Blogs, in gameplay, in Dishonored, in excited

When the first Dishonored was released it seemed to kind of take the world by surprise.  At least from my perspective it almost seemed like the game came from no where and struck audiences from the shadows, not unlike the games protagonist Corvo Anttano.  The game was exceptional, and allowed players to either careful move through the world without killing, or you could wreak havoc upon your enemies killing indiscriminately.  The story was interesting and well formed, the art style was incredible, the city of Dunwall itself seemed to come alive and by the end of the game no matter how you played it you felt like a truly powerful assassin in the night.  That isn't to say the game isn't without faults: the fact you couldn't destroy lights was odd to say the least but I think perhaps that might have been a technical decision, though I played non-lethal by the time I got to the end screen it often seemed to think I had somehow "killed" someone, and other players had some minor complaints about the non-lethal route in general.  They would point out, that there aren't many tools to get through the game in a non-lethal manner.  That the game is geared in such a way that it encourages you to kill them.  Personally, I feel they missed the point.  This is part of the choice in the game, because as an assassin it's always easier to simply kill.

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