Kibbi Keeper
SMU Guildhall
Dallas, Texas
- 0 Collaborators
Kibbi Keeper is a first-person, virtual-pet, exploration game developed by the students at SMU Guildhall. Forage, explore, tame, and wrangle your adorable companions in this beautiful first-person, virtual-pet, adventure game! ...learn more
Project status: Published/In Market
Intel Technologies
Intel Integrated Graphics
Overview / Usage
Kibbi Keeper is a charming, first-person, virtual-pet, exploration game in which the player explores a long-forgotten valley while wrangling adorable, elemental creatures called Kibbi. Bond with these creatures, and immerse yourself in a beautiful environment to discover the fate of an ancient civilization that once resided here.
In Kibbi Keeper, players face a unique set of challenges, from finding fruit to keep your Kibbi satisfied to managing their different abilities to confront their obstacles. Explore the valley, find toys, and tame all six Kibbi!
Keep an eye out for our Kibbi Keeper VR DLC, a free expansion for Oculus VR that includes three mini-games to play with your adorable Kibbi companions! Play fetch and interact with Kibbi in an entirely new way!
Features:
- Beautiful open world.
- Adorable and controllable companions.
- 3 Different types of Kibbi!
- Up to 6 Kibbi in total!
- 13 Achievements.
- VR DLC! (experimental)
Methodology / Approach
Teamwork is a fundamental part of the educational experience at SMU Guildhall and is integral to our curriculum, as it allows students to work together in a creative atmosphere where they make design decisions and realize them in a meaningful way.
Students form interdisciplinary teams to produce three games based on the skills taught in their specializations Art Creation, Level Design, Production, and Software Development. Each team is organized with student leads and has a life cycle from concept greenlight to publication. The final outcome of each project is a tangible artifact that students can share with friends, family, and game industry professionals.
Capstone games are the final team projects created by each graduating class C30's Capstone projects, recognized on the following pages of this catalog, were developed over the last two academic semesters during the course of the graduates' studies. The projects included the largest team size and grandest design scope, resulting in a total conversion over approximately 18 weeks using commercial development tools and best practices.
We are very proud of our students' accomplishments and hope they bring you as much enjoyment as they bring us at SMU Guildhall.
Technologies Used
We used Unreal Engine 4 and a standard set of game development tools such as Adobe CC, 3DS Max, Maya, Substance Designer, Mudbox, ZBrush, and a wide range of audio authoring and runtime tools. Intel technologies included a variety of hardware CPUs for QA, compatibility testing, and production support kindly provided by Intel's Academic Program.
We made sure the game runs well on a wide range of Intel CPUs and Integrated Graphics in addition to discrete graphics cards. Primary development was conducted on Alienware M17 R4s featuring Intel i7 CPUs and augmented by a wide range of desktop systems, most of which were based on Intel hardware.
Hybridized production environment was facilitated in part by Intel NUCs attached to Zoom room systems which allowed remote team members to be integrated into the in-person dev studio seamlessly via telepresence.