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SANITY CRUIZER

STUDENT PROJECT
Genre:
Platform Puzzle Adventure
Platform: PC
Technology: Alpha Engine(provided), C++, Git 

Development Team
(Team size: 4)

Producer: Wei Qiang Chew

Technical Lead: Tan Qing Yang Nicholas

Design Lead: Leonard Seam Weihan

Production Manager: Lim Bin Kai Franklin

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OVERVIEW

Sanity Cruizer is an insane shoot-em-up, or bullet hell game where it emphasizes heavily on teamwork. What was once a war between nations on who has the better technology soon becomes a collaboration to fend off against strange creatures from another world. Take on the role of the chosen pilots from different nations who will work together to fight off these new enemies.

ACCOLADES

DigiPen Game Awards

  • Finalist | Best Freshman Game | Gumi Asia

  • Finalist | Best Freshman Technology | ST Engineering

Inspiration

Inspired by power rangers, super sentai, Shoot 'em Up genre, and the mystical stories of H.P. Lovecraft, we molded it into a 2D extraterrestrial invasion game.

Using the idea of teamwork of superheroes, ability to combine into a stronger vessel, and aliens as our main visual aspect, we introduce to you Sanity Cruizer.

To overcome horrifying aliens from invading earth, players collaborate by piloting one of many unique vessels where each vessel has a unique ability.

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Production Challenge

As our first game project, being assisted with an engine provided, we are tasked to plan the project, design the game and implement the intricacies of a rite-of-way into game development. Without prior knowledge of game and game engine development, we dedicated ourselves into familiarising the concepts and pipeline of the engine and fundamentals.

Two major challenges we faced was to making our vision come to life. Limited to our knowledge and restrictions of the engine, we overcome by creating various systems to interact within the premise.

The second major challenge we had was establishing an appropriate time time to deliver the game on a stipulated time frame. As we are not well versed in programming during then, we spent plenty of time researching on how to apply the methods we learnt into our game. In addition, we kept our professors in the loop of the game's development to ensure our schedule was sufficient to develop the game without compromising the essentials that adhere to the vision we seek.

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Personal Thoughts

Taking up the role of the designer, I am responsible of gameplay, UI/UX, and the coherence of the art and music of the game. To work with a team to develop a game for the first time, my limits was boundless. The uncertainty was overwhelming, but I took this opportunity to showcase my ability to design the game as best as I could while constantly studying, researching, and testing all games of similar genre that could give me insights to enhance the game and improve the experience. 

With a Player-Centric mindset, I took up designing with passion and dedication. From understanding player types to level design,player intention and player guidance, Interface layouts to colour themes that convey feeling, I was drawn into the infinite possibilities I could attempt to implement.

 

Growth and Comfort do not coexist.

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