IMaGO is a 3rd person, action adventure that is a narrative driven puzzle solver. In IMAGO, it is “Take your child to work day” and you as the player, find yourself navigating through your father’s corporate building and chemical laboratory for the day, with the goal of understanding what this large, interactive environment is all about. Our game is designed for young adults, ages 10-14. With the themes of this gameplay, we aimed support player’s interest in the sciences (chemistry and physics); focusing on more of the enjoyable factor rather than educational. Imago was ultimately designed to be a Chemistry fundamental prototype for a senior team production cycle.
- Producer/Designer, September 2011 – Current
- Managed team of 6, prepared for expansion,
- Created and adjusted project plan in Microsoft Project and in Redmine,
- Marketing pitch development and research.
- Reviewed team deliverable for quality and loyalty to the core concept of the game,
- Design of chemical compound characteristics,
- Level design of laboratory and future floor layouts,
- Design of final boss encounter and layout of environment,
- 1 Designer (Scott Moretto)
- 1 Technical Designer (Tyler Steele)
- 1 Artist (Dan Quinn)
- 2 Programmers ( Dorian Snyder, Keith Doherty)
- 1 Producer (Myself)
As a whole, IMaGO was successful as a prototype. A lot of design iterations took place through the first portion of the semester. Initially, IMaGO was decided as a strict educational game. The systems we designed and created were very strong. The plot that we created was designed to appeal very strongly to our audience. With such a unique character, plot, and environment settings, IMaGO was very successful as our prototype. The design process of following a specific curriculum and staying loyal to it was difficult to meet such strict deadlines of a senior course production timeline. The resources to get the curriculum we desired for our chemistry background of our game were just not available to us. One last thing that took away from our game was the fact the our systems were the main focus of our design. Learning from the fact that we built our game around the core mechanics and systems, really detracted from our gameplay.