Nine games, representing a variety of genres, were selected to be showcased at Champlain College's annual Game Studio Senior Show & Reception.
The show is one of the College's signature events. Game industry recruiters from all over the U.S. and Montreal attend to scout emerging talent. The event features a presentation night where all graduating seniors and their projects are presented to the community, invited family, friends and special guests.
After the presentations, recruiters meet the seniors, try their games, and select candidates to interview the following day. Typically, five to ten seniors are hired from this event.
The Game Studio at Champlain College is a cohort experience that emphasizes teamwork across all the game development disciplines, facilitated by game-industry expert professors.
Game Art & Animation, Game Design and Game Programming majors, along with Business majors specializing in Game Production, work side-by-side all four years to create original projects. The cohort environment ensures the learning of essential professional social skills and the mastery of the latest game development expertise.
Champlain graduates are ready to jump into any production environment and be productive from day one.
Scroll through the gallery to the right to learn about all nine games, watch videos and meet the student teams.
Containment Corps is an online four-player cooperative, first-person experience. The game combines elements of resource management and traditional FPS themes to create an exhilarating team-based encounter.
You and a team of specialized units have been called upon to quell an uprising of contaminated swamp creatures. Choose your class and coordinate your defense, then utilize unique abilities and powerful turrets to repel the onslaught. Keep the operation running. Manage your crycetium energy supply to maintain full-base functionality, upgrade defenses and power up weapons. Collect more by harvesting dead enemies.
Containment Corps is being developed for Steam on PC.
» Nathaniel Parkinson, Producer/Project Manager, QA Lead
» Devin Broughton, Lead Designer-Level Design
» Josh Brandl, Lead Programmer
» Nicole Pito, Lead Artist-Environments
» Jeremy Davenport, Systems Designer
» Bradley Jones, UI/UX Designer
» Kevin Egan, Gameplay Programmer
» Dustin Kushnereit, VFX/Systems Programmer
» Curtis Wartenberg, General/Technical Artist
» Thomas Harrison, Animator
» Andrew Poirier, Sound Designer/Composer
Cryptomancy is an arcade dungeon crawler for PC, where four players journey through a crypt and three players work together to protect and support the fourth. One player controls the Necromancer, whose goal is to retrieve the pages of his stolen Necronomicon while escaping the holy wrath of enemy Templars, Cleavers and Priestesses. The other three players control powerful Spirits, who have the ability to possess and control enemy units and gain access to their skill sets. The players are challenged to go through as much of the crypt as possible before the Necromancer runs out of time and the Templars complete their spell and destroy the Necronomicon.
» Evan Sarmanian, Producer
» Tim White, Lead Designer
» Kyle Netherland, Lead Programmer
» Ryan Kirtlink, Lead Artist
» Eva Fahantidou, Level Designer
» Thomas Ghulam, General Designer
» Ethan Lamitie, Graphics Programmer
» Joe Gale, Environmental Artist
» Cody Douglas, QA Manager
» Liam Craffey, QA Manager
Dissonance is a narrative/puzzle VR game built for the HTC Vive. You wake up in an abandoned home and, while trying to look for a way out, you find yourself lost within the memories of its former occupants. By following cryptic messages appearing on your phone, you gradually unravel their story and escape. Dissonance is being developed for Vive and is planned for release on Steam in late spring/early summer 2017.
» John Mailhot, Producer
» Brennan Segarra, Lead Designer
» Brian Hahn, Lead Artist
» Mike DeFranco, Level Designer
» David Durmazolu, Designer
» Jay deVeer, Artist
» Sydney Weber, Artist
» Garret Moran, Programmer
» Rei Armenia, Consulting Musician
» Liam Craffey, QA Manager
If every tattoo tells a story, then the full body is a chronicle of an entire life. In Elegy inc. the player is a tattoo and the body is the environment in which they must explore and puzzle solve. To better understand this character's story, the player must assist and connect with other living tattoos on the skin. By interacting with different tattoos, the player can unlock distilled vignette memories that bring clarity to this unknown person's life. Together, this piece hopes to promote concepts of body and tattoo positivity through an innovative gameplay lens.
» John Parsaie, Graphics Engineer
» Jess Thompson, Gameplay Engineer
» Benjamin Campbell, Gameplay Engineer
» Jake Pierce, Creative Director
» James Korin, Interactive Designer
» Donovan Violette, Interactive Designer
» Sophie Wakita, Lead 2-D Artist
» Cait Kenney, Lead Environment Artist
» Nathan Lubetsky, Producer
» Jakey Mumfie, Sound Composer
Kanji Samurai is an educational fighting game for the mobile phone and tablet that provides a fun and introductory experience into the more challenging aspects of learning Japanese. Become a samurai warrior by learning how to write and recognize Japanese kanji in a fantasy, feudal Japanese setting. Travel the path of the samurai and meet interesting sensei who teach you the way of the sword. Avenge your fallen village and get an introductory lesson to Japanese along the way!
» Emily Harnedy, Producer/QA Lead
» Glynis Burton, Lead Designer
» Luca Hibbard-Curto, Designer
» Connor Meislahn, Sound Designer
» Madeleine Bouchie, Lead Artist
» Julia Eddy, Artist
» Connor Chapin, Artist
» Matt Stangel, Artist
» Eric Nicholson, Lead Programmer
» Mary Scheyder
Office Mayhem is a competitive party game in which you and your peers compete to see who will become Employee of the Week! Step on your coworkers by completing tasks and undermining their work in a chaotic race for promotion and glory. It doesn’t matter how you reach the top, only that you get there. With a strong focus on interactivity and competition, Office Mayhem puts player agency and emergent strategy first.
» Benjamin Lander, Producer
» Jeremy Root, Systems Designer
» Richard King, Sound Designer
» Timothy Healey, Level Designer
» William Concannon, Environment Artist
» Andrew Messier, Animator
» Norman Paquette, Character Artist
» Ty Wood, Gameplay Programmer
» Andrew Millsap, Animation Programmer
» Anthony Libardi, Systems Programmer
Spellbook Rush is two-player, couch cooperative game for the PC where players take on the hats of two young witches as they try to escape their magical library. After a long day of slacking off, the two witches sneak into the closed library to find a magical book with all the answers. Upon arrival, however, they find that not all books are as receiving to them. Dodge flames, avoid getting inked, and don’t run into that smoke as you brew potions and knock out the evil books in a fast-paced game where communication determines if you taste victory or suffer defeat!
» Ethan Moore, Lead Designer/Producer
» Winston Pemberton, Lead Level Designer
» Maher Turk, Designer
» Domenic Petretta, Audio Producer
» Jackson Roe, Composer
» Emma Campbell, Lead Artist-Environments
» Kamil Prostko, Animator
» Scott DeLong, Character Artist
» Ryan Moss, Lead Programmer
» Austin Jubrey, Programmer
Inspired by Viking and ancient Mongolian cultures, The Grand Master combines resource management with action-adventure elements. Players take on the role of The Grand Master, an experienced adventurer who decides to retire, settle down and open a shop in the village of Yhomstad to sell goods to locals and travelers alike. Fledgling adventurers can be hired and sent on quests to learn more about the world and the monsters that roam within it. These monsters can be fought in epic battles if they interfere with your day-to-day operations (after learning about them from your adventurers). Manage a business, earn a profit and conquer fierce monsters to build your reputation as The Grand Master.
The Grand Master is being developed for PC and is planned for release on Steam in late spring/early summer 2017.
» AJ Purnell, Producer
» Aaron Higgins, Lead Artist
» Amanda Deep, Artist
» Ben Hiller, Artist
» John Salagaj, Lead Gameplay Designer
» Anthony Bennie, Lead Narrative Designer
» Dennis Ngo, Designer
» Jed Myers, Designer
» Riley Bufton, Designer
» John William Kazanecki, Lead Programmer
» Dan Covert, Programmer
» Gabrielle Kenney, Programmer
Inspired by long walks in the woods and taking apart VCRs, There Might Be Ponds is a third-person puzzle game about exploration, pleasant conversation and bodies of water. Play as a lost girl wandering in a strange and beautiful garden. You’re looking for a pond, but you didn’t expect to be looking here. Make new friends and lend them a helping hand through intimately interactive puzzle solving. Open doors. Climb a mountain. Wander for a while. Learn to trust.
» Matthew Barrett, Animator
» Devin Carlin, Technical Designer
» Brook Chipman, Artist
» Alexis Faintreny, Lead Environment Artist
» Campbell Fletcher, Lead Artist
» Wednesday-David Hartman, Programmer
» Michael Hamilton, Producer
» Christopher "Drew" Matthews, Programmer
» Levi Rohr, Creative Director
» Eric Winebrenner, Lead Programmer
» Jack Yeates, Music Composer