SGX.23 DES 350 Interactive Games

Incredible interactive environment games created by Game Design and Development DES 350 (GDD) students.
In this Section
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Harmony

Explore the realm of the elements as you learn how each live together in harmony, despite their often opposing natures. For those who enjoy narrative exploration, explore each unique island while collecting notes that will guide your understanding of each element. Although this may feel like a dream, I assure you it is not. You can take all that you learn here out into your own world. 

Team Members: Bagley,Rachel

https://iris-the-artist.itch.io/harmony

Instructor: Andrew Williams

Connor Born

Team Members: Born,Connor

Instructor: Andrew Williams

the hive

The Hive

This is an interpretation of what a cyberpunk corporate net architecture would look like. The main gameplay themes would be that of stealth and collection. It was made with inspiration from circuitry, beehives, and the rings and other workings of orreries.

Team Members: Bryant II,Quincy Lavel

https://qpup1.itch.io/hive

Instructor: Andrew Williams

gravity

Gravity

Gravity is a level concept inspired by the historical board game ​The New Game of Human Life.​ The board game was meant to teach children morals and prominently featured Isaac Newton. This level draws on surrealism, and uses dice and teetotums as allusions to the historical inspiration. The apples and lack of gravity are nods to Newton himself. 

Team Members: Burgess,Sophia Rose

https://xxsophiexx.itch.io/gravity-a-level-experience

Instructor: Andrew Williams

suburbia

Suburbia

In creating my game level, the intent was to create an eerily perfect neighborhood that gives a feeling of uncomfortability because of the uniformity and normality in the level. The original concept stemmed from the landlord's game in creating a general neighborhood, but the feeling of uniformity and perfection to make the player uneasy spawns from “monsters on maple street”, an episode of the Twilight Zone.

Team Members: Clysdale,Sam

https://samclysdale.itch.io/suburbia

Instructor: Andrew Williams

Joe Czech

Team Members: Czech,Joe

Instructor: Andrew Williams

sunlight casino

Sunlight Casino

Sunlight Casino is a 3D environment built in Unity Engine, about awesome little buddies who like to stare at you. The challenge of the experience is to collect all of the little friends and return them to their dad, the Sun God. Initially, Sunlight Casino was designed for players who like to explore and interact with the environment/characters. The mood of the experience is a mystical and friendly place, but a little bit uncomfortable.

Team Members: Freitas,Augusto

https://gutoto.itch.io/sunlight-casino

Instructor: Andrew Williams

mountaintop chapellcon

Mountaintop Cathedral

Enjoy a casual walkthrough of the Mountaintop Cathedral, a place where music flows through the air. This space was designed as a quest area for a casual, story driven gamer. I got my inspiration from games such as Fallout and Skyrim, where locations often serve as landmarks for important story beats. I wanted to convey a space that was larger than life, while still acting as a 'safe zone' where the player would not be dealing with the stressors of regular gameplay.

Team Members: Geoffrey,Elizabeth

https://glitchedprofile.itch.io/mountaintop-cathedral

Instructor: Andrew Williams

Sunny City

Sunny City

This level takes place in a solarpunk inspired city built overtop ancient architecture in a combination of new and old.  The space would be an area for exploration and story-focused gameplay, where a player gets the story through the world itself and tablets placed around the location.  The level is for players who want to explore, relax, and take in a storyline in a low-stress game environment. 

Team Members: Grider,Jordan Alexander

https://drawingjordy.itch.io/sunny-city-level

Instructor: Andrew Williams

Hanger Alert

Hanger Alert

Something has gone wrong, and a worker who just happened to be sleeping in the barracks was waken up by flashing alarms. They venture out to find the cause, restore the power to the hanger and ultimately bring it back to life.

Team Members: Holthusen,Andrew Jay

https://andrewholthusen.itch.io/hanger-alert

Instructor: Andrew Williams

uricon

Uricon

This is a game based on the ancient Mesopotamian board game called 'The Royal Game of Ur'. This version will be centered around exploring a desert village in search of 7 different artifacts.  The theme of the game is based around Mesopotamian villages and desert towns. This game is best for players part of the 'Gardener' architype. The main focus of this game is exploring an interesting area for a calming experience that isn’t rushed. 

Team Members: Inman,Emily Maria

Instructor: Andrew Williams

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Reclaim

Reclaim is a Valorant/CSGO style map set in ancient ruins that are being taken over by futuristic researchers. It’s a new take on the classic two bombsite map with attackers and defenders. It features two way teleporters, rising platforms, opening doors, and usable ladders. The map was designed around a modular player base ranging from 3vs3, 4vs4, and 5vs5.

Team Members: King,Nick

https://dragonking1355.itch.io/reclaim

Instructor: Andrew Williams

Ashtapada Forgotten

Ashtapada Forgotten

Ashtapada Forgotten is a simple exploration maze game, which offers the players an opportunity to collect luminous shells as they traverse the game's progression while taking in the built environment. The level design is aimed at players who enjoy being immersed in the game's atmosphere and environment. Ashtapada, being an ancient board game that originated in ancient India, heavily draws on the concept of ancient ruins to represent the lost art of traditional Indian board games.

Team Members: Lemm,Camile Helena

Instructor: Andrew Williams

Toni Madges

Toni Madges

This game experience is influenced by the Nordic games of Tafl. It is set in an abandoned castle that slowly being reclaimed by nature. The player's objective is to explore the structure and collect keys to find their way out.

Team Members: Madges,Toni Jacqueline

https://madgest1881.itch.io/unreal-interactive-experience

Instructor: Andrew Williams

suntide lodge

Suntide Lodge

Suntide Lodge is a quiet, first person-traversable environment. The player explores a large indoor waterpark resort. The resort is impressive but tacky. It is a kitsch tropical-themed hotel waterpark in southern Wisconsin, bluntly drawing on Caribbean and Polynesian influences interchangeably. The player explores the park after-hours, in the dead of winter. They are immersed in a warm, saccharine vacation complex, but are constantly privy to the snowy midwestern exterior visible beyond the boundaries of the park. I want Suntide Lodge to be warm and cozy, while confronting the player with artifice that accompanies, but does not contradict, it’s warmth.

Team Members: Nugteren,Cole

https://canslp.itch.io/suntide-lodge

Instructor: Andrew Williams

Omar Perex Chairez

My game level is based on a dark, abandoned space station where the player must learn how to escape. My level is for players who enjoy atmospheric games and those who enjoy exploration. Most of my concepts and guiding themes come form games such as Alien: Isolation and Dead Space.

Team Members: Perez Chairez,Omar

Instructor: Andrew Williams

surakarta

Surakarta

This game world is inspired by the classic board game Surakarta. The gameplay of this game would revolve around the use of skates to do tricks and earn points to battle other players. The gameplay would cater to players who enjoy skill expression through planning trick routes around the map, or through creating strategies for interrupting other players to gain an advantage. The major themes I based the visuals on were the idea of a sci-fi ice skating park, and interactive waiting lobbies seen in many competitive online games.

Team Members: Rickert,Savannah Marie

https://lemonmochii.itch.io/unreal-prototype-surakarta

Instructor: Andrew Williams

The Vestiges

The Vestiges

Team Members: Sagstetter,William

Instructor: Andrew Williams

goose garden

Goose Garden

Goose Garden is designed to be a pleasant and relaxing experience for the player to enjoy. With several different areas around the map for the player to visit and investigate. Goose Garden is designed for players who enjoy exploring and having a self paced experience. The design of the map comfortably guides the player throughout the areas, through its layout and collectable flowers in each location. The flowers encourage the player to explore each location in order to collect all five.

Team Members: Stark,Ethan Alexander

https://starkspace.itch.io/goose-garden

Instructor: Andrew Williams

lava lagoon

Lava Lagoon

My level, inspired by the Hawaiian board game Kōnane, takes place on a sunny beach that quickly becomes a red-hot volcano. Focusing on platforming and exploring the location, it's designed for players who like discovering new parts of an area of their own volition. Kōnane was played using pieces of white coral and black hardened magma, and this level is meant to incorporate that idea by having bright skies and blue water immediately contrasting with a large volcano and a pool of lava.

Team Members: Tackett,Sam

https://sttacker.itch.io/lava-lagoon

Instructor: Andrew Williams

James Valentino

Team Members: Valentino,James C

Instructor: Andrew Williams

Sheltered Forest AM

Sheltered Forest

My level is a sheltered forest with ruins and structures referencing Japanese architecture. The level is designed for gatherers, as you will have plants and weapons to collect around the map. The main visual themes  include using landmarks to guide the player, emphasizing freedom to explore and collect as you wish, and to give the players peace of mind.

Team Members: Wampole,Aj

https://alexfirehand.itch.io/wampole-sugoroku

Instructor: Andrew Williams

Oni Cat

Oni Cat

Oni Cat: Game & Entertainment Store is loosely based on a Japanese arcade store that has a mazelike layout featuring a variety of arcade cabinets, vending machines, claw machines, and neon aesthetics. It includes the goal of locating several special collectibles hidden within the level, which could be any of the plushies, toys, or beverages that can be collected either by pressing E when close to the different cabinets or by pressing E on the items, themselves. This experience is directed at the Gardener or Bard gamer types, as it focuses on exploration and rewards the player through collection.

Team Members: Ziebarth,Sarah Renee

https://srziebarth.itch.io/oni-cat

Instructor: Andrew Williams

Project Hedge

Team Members: Adam LeMahieu

https://agitatedafriyk.itch.io/project-hedge

Instructor: Phoebe Kukura

Meow town Station

Meowtown Station

Team Members: Aj Heyen

https://ajheyen.itch.io/meowtown-station

Instructor: Phoebe Kukura

meowtown station

Meowtown Station

The Conservatory is an environment designed for a gardening experience game in which you grow and manage several plants. It's designed to have a jungle and desert section as well as a solarium. It's designed for the gardener player type.

Team Members: Amelia Moschkau

Instructor: Phoebe Kukura

Fox and Geese

Team Members: Aspen Pinkston

https://0royalramen0.itch.io/fox-and-geese

Instructor: Phoebe Kukura

Their Caverns Light

Team Members: Audra Roob

https://rooba1251myuwstoutedu.itch.io/their-caverns-light

Instructor: Phoebe Kukura

Bryce VanDyke

Team Members: Bryce VanDyke

Instructor: Phoebe Kukura

spoopy fishing

Spoopy Fishing

Explore this spoopy house in order to catch the “fish” that you need to escape. This is made for a slayer/gardener gamer type as you will explore a variety of horror-themed rooms in order to collect “fish” from fishing locations. This experience was inspired by the ancient board game Liubo, as well as various horror tropes.

Team Members: Dale Thruman

https://dalethruman.itch.io/spoopy-fishing

Instructor: Phoebe Kukura

tower climbing

Tower Climbing

Two towers in the sky, You must ascend them both. This level is designed for those who like platformers. The gameplay is based around a constant ascent towards the top of the level with a higher change of falling from higher places. The guiding theme that I went with for this level is how to use static objects and textures to play with light.

Team Members: Daunte Falck

https://falckarts.itch.io/tower-climbing-class-project

Instructor: Phoebe Kukura

natures valley

NAtures Valley

Nature's Vale is designed to be a fun exploration game for the 'bard' archetype. The level is set in a mountain valley filled with wildlife and ruins. The player is meant to explore this valley and collect five special flowers to put in the base of the large tree growing out of the ruined temple. 

Team Members: Doerian Blossom

https://644lord-dorian.itch.io/natures-valley

Instructor: Phoebe Kukura

Emma Malm

Team Members: Ema Malm

https://ema-malm.itch.io/des350sp2023

Instructor: Phoebe Kukura

sands of time

Sands of Time

The goal of this level is to make it to the top of each tower to activate a pillar. After activating the four pillars, a gate will appear; after it appears you are teleported up to it and get to continue your journey to the other side. The Quantic Game type that would like this game the most is Gardener. This level is based of the game Gyan Chauper (Now chutes and ladders), The idea of the Four Pillars of Life, and Purgatory.

Team Members: Howie Ramaley

https://howie-ramaley.itch.io/sands-of-time

Instructor: Phoebe Kukura

Diamond in the Sky

Team Members: Jake Lerom

https://jakelerom.itch.io/diamond-in-the-sky

Instructor: Phoebe Kukura

castle ur

Castle Ur

My intention was to create a level that featured medieval manor architecture that would fit the setting of the Royal game of Ur. My target audience would be causal gamers that like to explore and appreciate medieval style games. At the center of the map is a board game table with the Royal Game of Ur on it, the player would have the ability to play the game either against the computer or friends. As for guiding themes I decided to stick to brick walls and tiled floors. furniture was to be made of wood unless it needed to be made out of more sturdy material.

Team Members: Jared Rosen

https://jaredrosen.itch.io/castle-ur

Instructor: Phoebe Kukura

get the egg

Get the Egg

This gameplay experience is a small obstacle course surrounding a giant golden egg. Your goal is to get into the box with the giant golden egg. It's skill-based meaning it's designed for skirmisher-type players and it's based loosely on the Game of the Goose, where you go around the board to get to the end.

Team Members: Jesse Bauer

Instructor: Phoebe Kukura

dice Crossing

Dice Crossing

The design of the level is meant to convey peacefulness, vastness, and mysticism. It is designed for players who like puzzle-solving and taking their time. My inspiration was from Sugoroku, particularly the board game version. Players are meant to use the dice to cross into new areas, they can do so by grabbing or pushing the dice. 

Team Members: Jillian Chaltry

https://jaykasynder.itch.io/dice-crossing

Instructor: Phoebe Kukura

Sheltered City

Team Members: Kaitlyn Nutt

https://ravagingangel.itch.io/sheltered-city

Instructor: Phoebe Kukura

konanes revenge

Konane's Revenge

A re-imagining of the ancient Polynesian game, Konane's Revenge invites all players to traverse a deadly volcano. Similar to the board game, the player will be collecting small pieces of corral while traversing down the perilous mountain.  Hidden crevices and lost items remain waiting for the explorer brave enough to find them. Will you be the one to uncover them?

Team Members: Kolbe Ward

Instructor: Phoebe Kukura

forest town

Forest Town

Forest Town is a game where the player's goal is to deliver a package to a certain house located in a small village in the middle of the woods. The challenge is that the player only sees which house they must deliver to on a map with no reference for where the character is. The player must use the map and the surrounding landmarks to figure out where their delivery must go. Based loosely on the concept of board games that take a player from point A to point B, the experience takes an approach that caters to more relaxed players. It aims to provide the player with a simple experience that focuses more on getting the player acquainted with the environment. 

Team Members: Lizzie Garretson

https://shyrye17.itch.io/forest-town-game-experience

Instructor: Phoebe Kukura

Goose Game

Team Members: Maegan Grittinger

https://megs131.itch.io/goose-game-level

Instructor: Phoebe Kukura

Snake Dash

Snake Dash

Team Members: Maxwell Willman

https://elska.itch.io/snake-dash

Instructor: Phoebe Kukura

SGX Experience

Team Members: Sarah Waldera

https://walderas-uwstout.itch.io/sgx-experience

Instructor: Phoebe Kukura

zodiac garden

Zodiac Garden

Celestial Garden is a beautiful night time environment to wander and relax. This world is designed to be a non-linear explorative experience, with 12 sections in a circular map and a hub in the center. Each of the sections represents a zodiac, and the whole world is meant to feel otherworldly and peaceful.

Team Members: Silver Oertel

https://sashasylva.itch.io/zodiacgarden

Instructor: Phoebe Kukura

Old England

Old England

The 16th century 'The New Game of Life' reimagined as a demo level in Unreal Engine with a walkable area and some prototype game mechanics. The New Game of Life originated as an unofficial board game from France played in the 16th century. This game inevitably inspired a modern take; Published in 1790 London as domestic children educational entertainment as Human Life. The setting is a foggy, dreary Old England level where you enter the pub and have to find four keys to unlock the upper floor and the second half of the level on the other side of the pub. The target audience for this would be more causal, hidden-object minded players. It was a big challenge taking on both interior and exterior design. While my assets aren't complex, I traded it off with exploring realistic textures and materials to capture the emersion of being in an Old England setting. I learned a lot of about scale and aspects that go into pulling everything together.

Team Members: Sunny Hanna

https://creativecircuits.itch.io/old-england-level-design-demo

Instructor: Phoebe Kukura

toy room

Toy Room

The level is designed to be a journey where the player has shrunk into a child's play area. The game, with more fleshed out gameplay, would be a small puzzle game. The target player type would be the Gardener with the puzzles being rather straightforward that are necessary to complete to advance to the next section.

Team Members: Wyatt Senalik

https://wyattsenalik.itch.io/toy-room-des-350-final

Instructor: Phoebe Kukura