黑料不打烊

Game Design Minor students publish 鈥楽amira: Taken From Time鈥 on Steam

The narrative-driven, puzzle-solving adventure game was developed by a team of students over two semesters in the minor鈥檚 capstone courses.

Students in 黑料不打烊鈥檚 Game Design Minor recently published 鈥溾 on the gaming platform Steam.

The third-person, narrative-driven adventure game takes users through diverse and colorful landscapes as they solve puzzles and attempt to avert the apocalypse. It was developed by a team of six students in a two-semester minor capstone project. Students on the team included those majoring in computer science, communication design and music production.

John Spitznagel '23 at a white board in front of a group of four students
John Spitznagel ’23 leads discussion on the narrative design of “Samira: Taken From Time” during a pre-production meeting

鈥淲orking on 鈥楽amira鈥 presented several challenges, and I can confidently say that nothing came easily,鈥 said Henry Agyemang 鈥24, an engineering major with a computer science concentration. Agyemang was the game鈥檚 narrative and environment designer.

鈥淎s the game incorporated exploration elements, I faced the dilemma of filling vast spaces in a way that felt organic and cohesive while delivering the desired player experience,鈥 Agyemang said.

“Samira: Taken From Time鈥 is the fourth game created by students in 黑料不打烊鈥檚 Game Design Minor Program to be published on Steam. The program fosters multidisciplinary collaboration and encourages a holistic and hands-on approach to game development while building professional skills needed in the gaming industry.

a screenshot of a video game with a person's silhouette in front of a statue
Still from the game “Samira: Taken From Time,” which students in the Game Design Minor created.

Pratheep Paranthaman, assistant professor of computer science and coordinator of the , refers to its two capstone courses as 鈥渟tudio courses鈥 that enable students to hone specific skill sets in the game development process while working as a member of a cross-disciplinary team.

“A simulation of a real-world work environment is a perfect way to apply concepts taught in the game design program in action,” Paranthaman said. “This capstone project played a pivotal role in exposing students to real-world challenges like collaboration, project management, teamwork and resource management.”

Two students in front of a computer screen showing an animated character's face
Morgan Chisholm 鈥23, left, and Henry Agyemang 鈥24 test facial motion capture with a character model for “Samira: Taken From Time” during the project’s early development.

The capstone courses go beyond conventional game development tools, introducing industry-standard frameworks and techniques, such as Scrum project management and work culture and motion capture systems. Marcus Rich 鈥24, a computer science major and game design minor, reflected on the value of learning Agile methodology through the courses.

“So many companies are using similar practices to help tackle big projects,” Rich said, underscoring the program鈥檚 practicality.

The road to the game’s release on Steam wasn’t without its share of obstacles. The team encountered unexpected technical issues in merging work from different team members. As lead gameplay programmer, Ged Fuller 鈥24 was responsible for game mechanics and interactions and for managing the overall vision of the project.

“The biggest challenge I encountered during Samira was the process of taking all the changes other people made and bringing them all together. Whenever a new change was made, it had to be tested to make sure everything else worked seamlessly with it,鈥 Fuller said.

A student in a black motion-capture suit as a professor watches movement on a nearby computer
Assistant Professor of Computer Science Pratheep Paranthaman, left, and Marcus Rich 鈥24 record animations for the player character using a motion capture suit.he team persevered through rounds of iterations, playtesting and bug fixes to release 鈥淪amira鈥 on Steam in May. Paranthaman applauded their commitment and resilience.

The team persevered through rounds of iterations, playtesting and bug fixes to release 鈥淪amira鈥 on Steam in May. Paranthaman applauded their commitment and resilience.

鈥淒espite all the challenges in the development process, the students were determined to publish their game on Steam,” he said. “They were consistent and diligent in meeting the specified requirements and maintaining production quality in the game.鈥

Fuller said that publishing the game on Steam 鈥 a platform he鈥檚 played other games on 鈥 was surreal.

“Seeing something I made published to such a popular platform is insane to me,” Fuller marveled.

Six students in front of a projector screen in a classroom
The development team of “Samira: Taken From Time” from GAM4200 in spring 2023. From left: Mason Brown 鈥23, Ged Fuller 鈥24, Marcus Rich 鈥24, John Spitznagel 鈥23, Henry Agyemang 鈥24 and Morgan Chisholm 鈥23.

Agyemang echoed that and reflected on the gratification of seeing the team鈥檚 creation come to life.

“I feel a great sense of accomplishment seeing how a few initial sketches on paper and a few pages on a Google Docs document transformed into a fully-fledged game. I continuously check the game’s status, eagerly seeking feedback from new players and reading reviews,” Agyemang said.