TOTAL SATURATION

Developed by: This Moment Studio

Jorge Avila, Mason Crochetiere, Reece Enthoven, Adam Gyenes, James Johnson, Benton Lane, Olivia Santamauro

Inspiration

Inspired by the hackathon's theme of "Connection", we chose to highlight the experience of making connections to expand our worldview's horizons. Our main focus then grew to explore the marks these connections leave on us and the broader world around us.

What it does

At the start of the game, the player is the only person in the world with color. Through interacting with the "empty" characters throughout the world, the player not only gives them color but teaches them how to share colors on their own. This leads them to have their own interactions with the remaining empty characters. Soon enough, color will have spread to all of the characters in the world, thanks to the connections and interactions the player has made.

How we built it

Total Saturation was primarily built using the Unity engine. Scripting was implemented using Visual Studio. Asset creation was implemented with a combination of Adobe Photoshop, InDesign and Illustrator. We used a variety of techniques and tools to accomplish our final goal: we utilized an AI state machine for the backbone of the game, in combination with parametric shaders for seamless color transitions. Transitions and rigged animations defined the resulting smooth look.

Accomplishments that we're proud of

This is every team members' first game jam! So really, getting across the finish line is our largest accomplishment. Despite this new environment for creating games, we're quite proud of our AI pathing and interactions, character animations, movement system, and our cohesive art style. As a team, we managed our time efficiently and avoided (major) stress incidents as the event went on.

What we learned

First and foremost, the knowledge that we collectively have the ability to make something of this quality within these time constraints. Beyond that, we found it hugely important to keep open lines of communication; The ability to communicate efficiently allowed us to move forward and problem-solve as a team, keep up to date on each other's pipelines, and manage scope. This was due in large part to our relationships as friends prior to the event; without that, we likely would not have been able to deliver this project with the same bar of quality.

What's next for Total Saturation

We plan to publish the game on Itch.io soon!

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