CONTROLS: Direction: Mouse | Speed: W,S | Fire: Left mouse button | Pause/Menu: Esc

SORCERER'S SIEGE

 

Game Concept:

Browser-based aerial combat game, the player controls a gryphon-riding wizard as he protects his tower from a swarm of flying dragons.

 

Role:

One-man project

 

Process:

Low-polygon 3d graphics modelled in Modo 401, imported to Unity game engine. Animation in Maya.
Features: Sorcerer's Siege is a fast game of flying action. Dragons swoop in from the sky to blast at the Wizard's tower, then turn to come around for another attack from a new direction. The player must defeat all the dragons before they are able to destroy the tower.

 

Purpose:

Sorcerer's Siege was meant to be an exercise in going through the entire game design process, from initial design and concept art to a finished, playable product, in less than four weeks. From a gameplay point of view, the goal was to create a fast, exciting aerial shooter while avoiding sci-fi or "modern" vehicles.

 

Post-Mortem:

My first exposure to creating an entire game from scratch in a 3D environment (including gameplay as well as asset creation), Sorcerer's Siege was an invaluable experience. It also served as my introduction to the Unity game engine, which has become my favorite go-to engine for rapid prototyping and small-team games, and would be useful when I moved on to mobile games in my Georgia Tech based projects. It was also a nice break from darker, more realistic projects; it was good to take a break from my sci-fi work and create something more colorful and fanciful. This visual style would become one of my guides in the creation of Alcazar, which is a kind of spiritual successor.

SORCERER'S SIEGE WILL BE AVAILABLE AS AN ANDROID DEMO SOON