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// Apogee Station

Apogee Station is under attack. It falls to you to fend off the Marauding Fleet. Can you master your defenses? Or will you and your towers perish beneath the might of the Marauders!

STATUS: Published On Itch.io

PLATFORM: Browser, PC, MAC

GENRE: Tower Defense, Strategy

TEAM (4):

  • Klein Misurski (Gameplay/Systems Engineer, Skybox Artist, Level Design)
     

  • Kevin Ward [--ME--] (Producer, UI/UX Artist/Engineer, 3d Artist, Sound Design/Engineer)
     

  • Connor White (3d/2d Artist, Narrative)
     

  • Spence Collins (2d Artist, Narrative)

 

ABOUT: 

     In the 3rd Millennium dawns a new age of interplanetary warfare. Where once hopes of exploration and human development shined as bright as the stars in the heavens above...they now flicker ever dimmer beneath the blackening waveforms of endless, nomad fleets. Small interplanetary defense grids, like your own, are all that civilized worlds can offer to buy time before mother fleets can send rescue parties. It falls to you to stem the tide and make the enemy 'drink vacuum.'

3d Models/Textures

Model in Maya, Textured in Substance

Sound Effects

Created in Audacity using Folly based techniques

UI Elements

 

DRONE LAUNCHER

FIRING SFX

RAILGUN FIRING SFX

CANNON FIRING SFX

In Game 2d art

Painted in GIMP using a mix of Photobashing and in game assets

Painted in GNU Image Manipulation Program aka GIMP, Scripted in C#

Reflection:

 Apogee Station was developed over the course of two months during my 3d Game Development course at Fitchburg State University at Spring 2020. As Producer for the project, this game forced me to navigate new frontiers in my skillset and to adapt to the challenges brought upon by COVID-19. I had previously been used to working in person and in crowded rooms full of other designers, artists and engineers. When the pandemic struck, our timetable was cut, our team was scattered and our tools limited without our nominal work environment. During our reorganization, then more than ever, I learned how to use apps like Zoom, Discord, and Facebook Messenger to invigorate rather than merely sustain our workflow. Furthermore, I found, implemeneted and instructed teammates on third party software when traditional modeling and texturing programs became otherwise unavailable. Through this process I led the team to keep synchronously progress through the project's benchmarks. In doing this, we were able to continue on track and achieve our objectives while also minimizing the severity of our project's anticipated crunch. Additionally, I proactively took charge in assuming the responsibilities of our main Sound and UI Designer, maintaining contact when he himself incapacitated by the virus. Further still, when we encountered friction in the group, I rallied the team around of our larger commitment to the project. Largely, this experience served instrumentally in testing not just myself, but my team in how we overcome and accomplish the mission no matter the circumstances.

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