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You must first see the dark depths of his insanity and beat him at his own game...
To Survive A Madman (TSAM) is a First Person Puzzle game where the player utilises magnetism to move blocks and gears around to escape the deadly grips of the two Whitaker brothers. Set in the Whitaker Manor, an enormous and mysterious factory with a high mortality rate, TSAM was inspired by the 3d Legend of Zelda games (for the block puzzles), Portal (for the lonely wandering around a death trap feel) and the steampunk genre as a whole. TSAM was a game project that I designed and built (with the help of a team of 7!) for a university project spanning 24 weeks. I designed the core mechanics, storyline and script, and built 2 of the 3 levels: Boilers and Scrap Reclamation, the first and last levels of the game respectively. (The second level, Driveshaft, was designed and built by another member of the team.) Along with designing, I was also the Project Lead, which included such roles as managing the team, keeping the game close to its vision, planning major changes based on feedback from the ‘client’, and ensuring that each of the departments kept on track.
Despite being a 24 week project with only a team of 8 students, TSAM has an average playtime of 2 hours; the three levels have between 6 – 10 puzzles each, with a humorous script guiding the player through the wo
To Survive A Madman (TSAM) is a First Person Puzzle game where the player utilises magnetism to move blocks and gears around to escape the deadly grips of the two Whitaker brothers. Set in the Whitaker Manor, an enormous and mysterious factory with a high mortality rate, TSAM was inspired by the 3d Legend of Zelda games (for the block puzzles), Portal (for the lonely wandering around a death trap feel) and the steampunk genre as a whole. TSAM was a game project that I designed and built (with the help of a team of 7!) for a university project spanning 24 weeks. I designed the core mechanics, storyline and script, and built 2 of the 3 levels: Boilers and Scrap Reclamation, the first and last levels of the game respectively. (The second level, Driveshaft, was designed and built by another member of the team.) Along with designing, I was also the Project Lead, which included such roles as managing the team, keeping the game close to its vision, planning major changes based on feedback from the ‘client’, and ensuring that each of the departments kept on track.
Despite being a 24 week project with only a team of 8 students, TSAM has an average playtime of 2 hours; the three levels have between 6 – 10 puzzles each, with a humorous script guiding the player through the wo









