SlideShare a Scribd company logo
Progress Presentation
Jamie Lewis       Project Manager/Designer
Alex McAlister    2D Artist
Jack Kirby        2D/3D Artist
Daniel Lumsden    Programmer
Matthew Higgins   Programmer/Producer
How the game was decided:

- Originally discussed doing a 3D futuristic FPS with possibly Steam Punk
elements.

 - Decided a 2D platformer would be more realistic and suited to the artists in
the group.

- A comedy element to the game seemed necessary to make it entertaining.

- XNA engine after programmers discussed their own preferences and
performed test stage with various engines such as Open GL and Unity.

- Settings brainstorm resulted in a group decision to create a jungle level and
a medieval level.
So...

What we’ve achieved:

- Engine decision = XNA

- Level description and art

- Concept art for character, levels, menu screens and initial arsenal

- (Programming) Operating menu, basic character animation and
enemy movement
Thanks for
 listening.

   Any
questions?

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Progress presentation

  • 2. Jamie Lewis Project Manager/Designer Alex McAlister 2D Artist Jack Kirby 2D/3D Artist Daniel Lumsden Programmer Matthew Higgins Programmer/Producer
  • 3. How the game was decided: - Originally discussed doing a 3D futuristic FPS with possibly Steam Punk elements. - Decided a 2D platformer would be more realistic and suited to the artists in the group. - A comedy element to the game seemed necessary to make it entertaining. - XNA engine after programmers discussed their own preferences and performed test stage with various engines such as Open GL and Unity. - Settings brainstorm resulted in a group decision to create a jungle level and a medieval level.
  • 4. So... What we’ve achieved: - Engine decision = XNA - Level description and art - Concept art for character, levels, menu screens and initial arsenal - (Programming) Operating menu, basic character animation and enemy movement
  • 5.
  • 6. Thanks for listening. Any questions?