Made

The odious Dr.Compliance has kidnapped your friends and significant other!... have you got the skills to rescue them all?

Ray-Ban : Made is a HTML 5 game created to work across desktop and mobile devices using the Phaser framework. Working with illustrator and animator Dave Prosser and Studio AKA, we developed the world of photocopier spaceships, sentient filing cabinets and laser blasting line managers.

The aim of the game - a side scrolling platform runner - was to jump, slide, fly and crash your way through the obstacle laden levels rescuing your incapacitated Facebook friends. At the end of each level a boss battle ensues where you must dodge projectiles as the constructs try to run you down. Successfully rescuing all of your friends from each level would earn you a 3 star rating which you could tweet or share for bragging rights. Ray-Ban material power ups could help you rescue friends caught in tricky areas or to help you through a maze of electricity and mines. At the start of the game you could customise your character and this, alongside the sex of your 'significant other' was reflected throughout the intro, outro and cutscenes.

For this project I worked several roles; designing the interface, illustrating the title, animating the cut scenes, interface and ancillary elements etc. But my notable role was in game design, developing the logic, designing the levels and use of obstacles and creating a framework for the illustrator to create assets to. I also designed the epic final boss battle and outro scenes. Ray-Ban : Made has been a thoroughly enjoyable first foray into game design.

— Gameplay, avoiding the bosses watery projectiles in the Eternal Corridor. Electricity and liquids dont mix!.

— Made was a game built to work seamlessly across devices.

— With Facebook Connect you become the hero in your story. Run, jump, slide and bash to rescue your friends and loved one.

— Main menu / Level select. Can you beat the game and get 3 stars on each level?.

— MADE had cutscenes throughout narrating your story as you battled to rescue your friends from Dr.Compliance.

— Power ups in each level could help you get through a tricky area but you could miss rescuing one of your friends if you were not careful.

— Levels were built with the map editor Tiled. As a physics based game, some trial and error was needed to see what worked within the level design.

— We created a visual framework for the illustrator to follow when creating game assets. This also allowed a better exploration of how the game would work.