Cobble and trouble - Student game project
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Cobble and trouble - Student game project

by Ulysse ROUAULT-LELIEVRE, Meryem ERIKCI, Ronan HOUZE, Anaïs RIFF, Baptiste PREVOST, Benjamin DARMON, Hugo DUNAS-WALD, Paul EYHERAMOUNO, Quentin BORDES, Romane GARCIA, Sébastien VIOLIER, Tim HOFFMAN, and cobbletrouble on 1 Jun 2020 for Rookie Awards 2020

In this first-person action game, gather objects lying around with telekinesis, shoot them to fend-off enemies or craft your own golems to defend your Forge!

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Cobble and Trouble is a student vertical slice produced in UE4 over the course of 4 months by 12 students of CNAM-Enjmin. In this first-person action game, gather objects lying around with telekinesis, shoot them to fend-off enemies or craft your own golems to defend your Forge!

The vertical slice of the game is avaliable on itchio :
https://cobbleandtrouble.itch.io/game

As an apprentice witch, you are tasked to watch the Forge of your Master, a whimsical place of chaos and power. Everything is going well when suddenly, a hord of ice creatures break the door and try to destroy the source of your power. To defend it, you can count on your magic and build your own army with the objects that surrounds you. Fight the waves and survive with your golems to protect the Forge!

The demo focuses on the core mechanics of the game in an arena-type level.

As a witch, use your magical telekinetic powers to create chaos and fend-off enemies by shooting them with props surrounding you!

If things get out of control, use these props to craft an army of golems that fight for you. Each object has properties that will directly influence the golem, or add magic powers. 

Combine them, plan your defenses and shoot at anything that try to touch your forge!

As a bonus, we added an infinite mode where waves never stop, and a playground mode where you can design the most marvelous golems!

Our team members :

Game design:
Hugo DUNAS-WALD, Ronan HOUZE, Ulysse ROUAULT-LELIEVRE

Art:
Meryem ERIKCI (3D Animator & Light Artist), Romane GARCIA (Concept & Environment Artist), Anaïs RIFF (VFX Artist)

Programming:
Baptiste PREVOST, Sébastien VIOLIER

Sound design:
Benjamin DARMON

Management:
Quentin BORDES, Tim HOFFMAN

UX/UI/UR:
Paul EYHERAMOUNO


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