About This Game
Crusaders is a game for recovering spinal-cord injury patients that will explore an ancient, open castle environment inhabited by scary ghosts and traps. Collecting gems, swords, and switches, patients will be pushed to move at different speeds, change directions, and avoid obstacles while simultaneously walking through and progressing their physical therapy.
Release Date: October, 2012
Engine/Dev Tools: Unity, Photoshop, Illustrator, Puredata
Game Dev Cycle: 4 Weeks
Genre: Maze Adventure Game
Players: Single Player
- EAE (Entertainment Arts and Engineering Program)
- The University of Utah
- Producer / Level Designer – Zeph Fagergren
- Artist – Nathan Lindsay
- Engineer – Yuntao Ou
- Engineer – Miao Xu
Post Mortem: October 20, 2012
The Post Mortem process for our team was a big success. We looked back at our work we had done in the past five weeks for Crusaders and realized we had a lot of similar scenarios we went through that we all wanted to talk about.
We had a lot more positive comments to talk about then negative which is always a good thing being a producer. I found out that having a good SCRUM Process setup is very appreciated and if done right, can be a very useful tool for everyone. We had very quick work that was done in our group which gave us a lot of time to polish things up and make them how we wanted them to be. Getting our framework and level design done early helped us get exactly what we wanted by our deadline.
I did find communicating through email isn’t always the best way to get a hold of everyone. Using different methods of communications came in handy during our project but I feel if I would have realized that was necessary for our group at the beginning of our project, we would have had a lot more work we could have put into our final executable.
However, with at least two of us getting sick and all of us working during Fall Break, we were able to come up with a project we were all happy with. I fell I had a great team to work with and I would be extremely happy to work with any of them again!
My 2nd Prototype: Castle Walker: September 23, 2012
Castle Walker is going to be a very unique game! The idea behind Castle Walker is to be able to help patients in physical therapy who are recovering from spinal injuries. Our client currently has some revolutionary technology being developed at the University of Utah for recovering patients that is focusing on keeping patients interested in coming back to physical therapy by keeping them entertained and focused on goals rather than just coming to physical therapy and getting bored to the point they stop coming.
They are doing this by putting a giant treadmill under the patient who is then strapped into a harness so that they can’t fall. In front of them is three, eight foot screens that are angled so that the patient can feel like they are walking in a virtual world. This machine allows recovering patients to walk at speeds they can handle while getting used to walking in different environments again.
Currently, this Treadport project only has one virtual environment for its patients where the client can walk through a city and explore around. Nothing too special but does what the project was designed to do.
Our client has asked us to create a game for her clients where they can fully walk around in a virtual environment while completing objectives and keeping the patients mind off of walking. This game must be able to handle different walking speeds and provide different challenges to the patient.
My team consists of two engineers, Miao Xu and Yuntao Ou, one artist, Nathan Lindsay, and myself as the producer. We have come up with an idea for a prototype called Castle Walker. In Castle Walker, the player (patient) will walk through a giant and open castle room environment. In our giant castle room, the player will be able to walk around at any speed they are comfortable with while collect hovering gems that kind of has an old school PacMan feel.
In addition to the hovering gems floating around the castle, the player will also see hovering swords, ghosts that will somewhat follow the player, and triggers the player can step on to activate Indiana Jones style traps that may help the player want to move a little faster or stop and turn.
The game will have different obstacles and difficulties to be able to adjust to each patients progress in their physical therapy. Once the player walks over the four triggers scattered throughout the giant room, they have the choice to advance and finish the level or their session.