Defeated Wizards

ICS+IMD

Introduction

We are a team of three game developers who have been sponsored by our professor Ben Leather to make a game of our own design. Our game SHMUCKS hurls players into large-scale, chaotic fantasy battles. We want players to feel like they have control over an army, letting players dictate positioning and huge game-changing spells without needing to micromanage. Our game idea began as a twist on a Dungeons & Dragons party, where hundreds of characters adventure together and take on hordes of enemies. This quickly became the core idea for our Real-Time Strategy game, SHMUCKS. SHMUCKS is a chaotic battle simulator pitting Goblins, Orks, and Trolls against our titular Shmucks, who have been created by magic to do battle. We are developing the game to be visually exciting with flashy effects, custom models, and a custom environment.

Acknowledgements

Defeated Wizards is thankful for the opportunity to create a game in our vision, and we look forward to showing off the game we are making!

Team Members

Cam Watt

(General Project Organization Manager)

Cam has been handling the core movement and selection system for SHMUCKS, as well as stats / data organization, UI, and some 3D modeling. Much of his work has been on the way the game feels to play, both in UI and UX. He has been focusing on building strong systems that connect neatly to others and overseeing the connecting of these systems. Cam has also been researching and organizing version control with the goal of streamlining the work. Cam hopes to use his skills to create his own games, as well as work for game developers to refine his core skillset.

Kalan Allsopp

(Project Task Manager)

Kalan has been tackling the unit and enemy behaviour logic, creating VFX, and modeling items and weapons for SHMUCKS. A significant portion of his work went into researching the different ways games tackle key systems and ensuring they were performant, loosely coupled, and reusable. Throughout development, he has prioritized building logic that makes units act uniquely and can be expanded upon in the future. Kalan hopes to solidify his understanding of these complex topics and continue to develop games that explore innovative concepts.

Morgan Krieger

(Head of Communications)

Morgan Krieger has been handling the enemy models and textures, as well as general attacking system for SHMUCKS, making all assets entirely in Blender. Much of his work has been merging systems and helping to define the art style, as well as the individualism of each Shmuck and enemy. Morgan has been focusing on building performant systems with Poolable Objects that connect with other systems well. He hopes to refine his skillset in game development, so he can create games he is passionate about.