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ChromaWaves

29 Jul

ChromaWaves is now out on the Apple App Store!

“ChromaWaves is an ambient color mixing game for the iPhone and iPod Touch.”
-Description on the App Store



This was a great project that I am proud to have been a part of.  It’s difficult to understand the necessity of teamwork in the video game industry until you participate in a project like this, even as small as it was.  13 various artists, programmers, and musicians put their heads together in the Game Design Seminar, a class shared by the Cleveland Institute of Art and Case Western Reserve University, in the fall of ’09.  As a testament to our perseverance and dedication, we continued work on the game after the class ended, working well into the spring semester of 2010, which happened to be the final semester in college for many of us.

And on July 27, 2010, all that work finally paid off.  Well, not literally, for us anyhow.  As the description says, “All profits that iGameTeam would otherwise earn from ChromaWaves sales will be donated to Child’s Play, a charitable game industry organization, ‘dedicated to improving the lives of children with toys and games in our network of over 60 hospitals worldwide.'” So donate 99 cents and receive a complimentary game!

Players shoot colored bullets at abstract, colorful enemies by flicking a water droplet through a ring of pigment.

Check out the website, hosted and designed by fellow CIA Game Design Alumnus Andrew Kuhar, who also wrote and produced a series of podcasts that might give you an inside listen into the trials and triumphs of our project.  I highly recommend part 2, where you can get to know the crazy guys that taught us everything we know about game design (and a lot of other stuff that shouldn’t be repeated in a family-friendly environment).

Also, CIA’s website has a news report about the team, if you’re curious about the rest of the guys (and gal) that helped develop ChromaWaves.  For many of us, it is the first published game that we have had a hand in creating.

Congratulations, iGameTeam! Continue reading

The Modcast – Episode 5: ChromaWaves, Education

12 Mar

How two college professors from Cleveland, Ohio have gone about making Game Design educational for students, bringing young artists and programmers together for their first time each year. In part 2 of this mini-series, we explore a perspective of student game development that seldom is.

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The Bane of our Adolescence

4 Mar

A few photographs of a night’s work/play in the TIME studios.

Foreground to background: Matthew, Andrew, Cory, Jim - Another Powerpoint Marathon.

Cory & Jim embed warnings around our studio lair - newly painted walls for chalk-drawing. At this point in the night, cabin fever has already set in.

They have all too much in common – college: the abominable snowman of growing up.

The Modcast – Episode 5: ChromaWaves, Choices

26 Feb


How some college students went about making difficult yet necessary choices to develop an ambient color-mixing game for the iPhone and iPod Touch: ChromaWaves. In part 1 of this mini-series, we exhaust the decision making process to getting there.

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– iTunes Link –

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The Modcast – Episode 4: Designs of the Year

31 Dec

Each year there are our favorite games, and then there are our favorite parts of them. Design decisions that stand out in the crowd of each year’s videogame scene are rarely awarded, but often followed in the future. Listen in as we take refuge from the winter to discuss our favorite Game Designs of the Year.

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The Modcast – Episode 3: Things Change

2 Nov

modcast_e3

The harvest season rolls in with episode three as a hearty discussion on dramatic change in games through level design and environments. We celebrate what marks 2 years of Team Fortress 2 while TF2 map author Sean “Heyo” Cutino talks with us about his seasonal community map, all before we delve into the depths of iterative design and various developer-tools.

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The Modcast – Episode 2: From England, with Questions

22 Aug

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Matthew hosts the second Modcast from England (from the past!) as we discuss under the roof of Difficulty in Games. Introducing a new question & answer format, hear the anecdotes and insights of genre defining challenges, a cameo from the founder of TF2Maps.net, spontaneously combusting controllers, and much more in this marathon episode. To close, peer artist Larry Michel gives his take as an interior designer constructing his first Team Fortress 2 map.

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