BOOGIE MAN (Game Trailer)
This is the gameplay demo we submitted to the judges, some bugs existed at the time but were fixed by our programmer Izzy Rollo who did an excellent job carrying the majority of the technical aspects of the project.
The prompt for Chillenium 2025 was ‘in plain sight,’ and we definitely lost some points because of how abstractly ours connected to it. The idea was that Boogie Man is shown to be socially anxious at the start, but to protect the crowd of disco-goers he must put himself out in plain sight to be a hero.
Boogie Man and Zombie animations that I created.
Something that I had to keep in mind because it was a rhythm game, was keeping the characters movements on beat to really sell the groovyness.
A new challenge I faced in this project was optimization for gaming. This was my third or so time making assets that were meant to run in game, and I was able to learn a lot about how much detail you need to sacrifice sometimes in exchange for performance.
I was able to get Boogie Man down to around 7k vertices, however he is subdivided significantly in the cutscenes.
