Mrs. Fantastic's Freaky Figurine Shop

UT Austin

UT Austin

Austin, Texas

3 0
  • 0 Collaborators

Three lost souls find themselves stuck as figurines in a toy maker’s shop. They must use their new found bodies, a bear, a tiger, and a monkey, to escape the circus themed toy set and return to their previous selves. Can they work together to find a way out? ...learn more

Project status: Published/In Market

Game Development

Groups
2021 Intel University Games Showcase

Intel Technologies
Intel CPU, Other

Links [2]

Overview / Usage

Mrs. Fantastic's Freaky Figurines is a 3D puzzle game based around 3 characters: A bear, a tiger, and a monkey.

Features:

  • Mechanics based around the each character
  • Fully 3D levels on a grid-based system
  • 7 engaging puzzle levels
  • Original cutscenes, art and music
  • Playable on Windows and Mac

Link: Itch.io page

Link: Game Trailer

Mrs. Fantastic's Freaky Figurines was a game made for the University of Texas at Austin's 3D Game Development Capstone course for Spring 2021. Through one semester, and through a snow storm and a pandemic, the game was polished and completed within schedule. It was published on Itch.io and will soon be published on Steam as well, both for free.

The game allowed everyone on the team to grow as game developers. We all took initiative in all our tasks and produced something that gives not only fun but a memorable experience.

The game was built in Unity and had assets made from a variety of programs, such as Audacity, Maya, and Procreate.

The Team:

  • Paul Toprac - Producer
  • Audrey Stein - Assistant Producer
  • Noah Galloso - Assistant Producer
  • Caden Harman - Level Designer, 3D Artist
  • Julian DeLaRosa - Programmer, Scrum Master
  • Vera Pei - 3D Artist, Animator
  • Madison Ward - 2D Artist, Concept Artist
  • Matthew Whorton - Programmer
  • Osvaldo Jimenez - Audio, Programmer
  • Skylore Evans - Programmer, Camera Designer
  • Terry Nguyen - Tếch Artist
  • Zachary Yarbrough - 3D Artist, Special Effects

Student Team Contact and Portfolios:

UT Austin Contact:

Methodology / Approach

Due to the pandemic, the team had to work virtually with each other using technology to both communicate and to collaborate on the game. With Discord, Zoom, Slack and Trello we organized ourselves to work with our busy schedules. With Github we used source control and mediated any emerging conflicts as they came up. We followed an agile-development styled workflow at first, and tuned that to our needs as the project went on. We also tuned it to our strengths and away from our weaknesses when it came to working remotely.

Using the power of all these technologies in tandem with the live feedback from play testing sessions, we were able to iterate and improve our game greatly with each sprint. We incrementally created both a grid system and an adaptive camera. These were at times redesigned or rewritten in code based on new software that we found, such as plugins for Unity. The art and music underwent similar iteration, improving in quality as we took in feedback from each other and from playtesters.

Technologies Used

We used many tools for development:

  • Unity
  • Git/Github
  • Visual Studio
  • Garageband
  • Audacity
  • Blender
  • Photoshop
  • Maya
  • ZBrush
  • Substance Painter
  • Procreate (iPad)

Most of these were used on PCs/laptops that had Intel processors. Intel i5 and i7 were among the CPUs on both Windows and OS X operating systems.

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