Containment Corps

Synopsis:

       Containment Corps is a co-op multiplayer base defense game where players need to defend their base from waves of enemies while managing their energy source. These enemies have a variety of different strengths, speeds, and abilities and are trying to steal the energy from the base. This energy is call Crycetium and it powers everything in their base. Players can use their Crycetium energy to activate manual turrets, repair their gates, upgrade defenses, and use special abilities. If the Crycetium is depleted, the players lose.

Contributions:

     My role on this project was lead designer as well as level designer. As lead I gave direction in the overall concept and gameplay of the game. I also managed the design team in what was needed to meet our milestone goals.

     As level designer I was in charge of building the level and environment in which players would play in. I made sure players could orient themselves and call out their location in their base by making each section of the map and base unique. These variations also allowed for different strategies to be used as enemies came from different environments and directions on the map. Another concept I kept in mind was lines of sight. Each corner of the base has 2 turrets on it. These turrets have very specific lines of sight to keep players moving around the level by cycling between each of them as enemies attack the base from multiple fronts.

Production:

    Containment Corps was produced as a senior capstone game development project at Champlain College over the course of 8 months. For the first 14 weeks of this project, we started as a 4 person team: designer, artist, programmer, and producer. After presenting our progress we, along with 9 other teams out of the 24 total, were chosen to continue with our game. We then drafted 2 more designers, 2 more artists, and 2 more programmers from the teams that had been cut. What we had created in the first 14 weeks was a base for our new talent to help build off of. With the help of these new teammates, the game evolved from something simple to something much more interesting and engaging. 

     After the school year ended and we graduated from college, some of the team decided to continue working on the project throughout the summer. During this time, we developed new systems, levels, and art to bring Containment Corps to Steam Early Access. I left the project in 2018 to focus on finding a job to start my career.

Team Members:

  • Lead Designer - Level Designer: Devin Broughton 

  • Systems Designer: Jeremy Davenport

  • UI/UX Designer: Bradly Jones

  • Lead Artist - Environments: Nikki Pito 

  • General/Technical Artist: Curtis Wartenberg

  • Animator: Thomas Harrison

  • Lead Programmer: Josh Brandl

  • Gameplay Programmer: Kevin Egan

  • VFX/Systems Programmer: Dustin Kushnereit

  • Producer/Project Manager, QA Lead: Nathaniel Parkinson

  • Sound Designer/Composer: Andrew Poirier