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Scorched Wings - Student Gamebryo Project

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Uploaded by on May 14, 2009

This is a video of Scorched Wings, a game made using the Gamebryo engine (Used for Oblivion and Fallout 3, among others) as part of our Applied Game Development module at Derby University. Our programming team (All on the Computer Games Programming course) worked together with a team of artists (From the Computer Games Modelling and Animation course) to create the game in our second term of our second year.

The requirements were an exciting racing game that incorporated fuel, refueling, replays (Not seen here, though we did have them), AI opponents, Weapons (Also not seen here, though we did have a simple ray-cast weapon) and Damage.

It was a great project, and we all enjoyed doing it. Our team was fantastic, and our artists were incredibly helpful, especially Joe, our lead artist.

(Sorry the video is a bit disjointed, I could only record 30 seconds of video at a time, which made it pretty difficult to put together a decent video)

The game was made in 12 weeks by a group of students including:
-- Programmers --
Daniel Bain (Myself) (Lead Programmer)
Daniel Carter (Project Manager)
Mark Campbell (Programming/Design)
Craig Bishop (Programmer)
Dave Leverton (Programmer)

-- Artists --
Joe Pykett (Lead Artist)
Karl Denham (Artist)
Troy Flood (Artist)
Tom Pollak (Artist)

Category:

Gaming

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License:

Standard YouTube License

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All Comments (4)

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  • This project looks like a cross between "Plane Crazy" (late 1990s game published by then SegaSoft) and "Star Wars Episode 1: Racer." Though I agree with bluesnessman in that you could have used better effect of materials and shaders, and I'll add particle systems - the smoke was quite blotchy - this actually looks better than many commercial games I've seen that use Gamebryo. Nicely done student project!!!

  • Looks pretty sweet. Is that Machinae Supremacy playing in the background? :D

  • You gotta hook me up with Gamebryo Lightspeed...

  • the game looks very nice, especcially the gameplay. but, considering you have a very good graphics engine, you could have done a better job using better materials and shaders for the water and instead of lightmapping, you could've placed a light source like sun. i guess the time wasn't long enough for these, but it's still a very good job!

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