

DIVE PARTY
Developed for the Jam-O-Drum controller, "Dive Party" is a cooperative game where four players, each with a specialized role work together to navigate, illuminate, collect treasure, and defend against enemies before time runs out. Project Timeline: 2 weeks
Check it out on Itch!
Ready up screen:
Layout of the projected game view on physical table.
Player UI:
Wheel:
Button:
Stops the ship in place (cancels the auto drive)
Wheel:
UI for the Jam-O-Drum
No players ready
Button:
All players ready
Once the game starts the UI adapts to each role. The Jam-O-Drum positions players in four corners around a central screen. This layout made concepting UI a bit of a challenge. The solution we came up with was giving each player their own UI menu overlying each of their controllers. Placing UI on their controllers not only let us show them exactly what their buttons did, but also afforded us more space within the central screen where most of the gameplay would take place.
Captain
Steers the ship using an arrow indicator
Magnet
Button:
Rotates a magnet around the ship
When held down it attracts money toward the ship
Cannoneer
Wheel:
Used to aim the cannon
Fires a cannonball
Torch
Wheel:
Button:
Rotates a flashlight around the ship
Stuns enemies but puts the light on cooldown
Before the game begins we introduce the roles to each player. Once they are ready they press down on their center button and their respective role icon lights up confirming their ready status.
Mini Map (Captains View)
In order to help the captain navigate easier as well as sell the underwater theme we changed the games tint to get more blue and purple as you descend in depth. To go along with this the levels Map color also changes.
Tiles
Roadblocks
During the game the orange dot (representing the ship) moves around the map to show the Captain where they are along with where the boss is (the pink squid icon)
In order to work efficiently we created a set of reusable tiles and decorations. Having a nondescript set of tiles let us arrange and iterate on our our level designs much faster helping us to test out as many layouts as we could within our short timeframe.
Metal objects that the Magnet can interact with.
Coin that drops on fish kill
Fish
Common fish swim around the map and group into a schools based on distance. They also reward players with a small reward on kill.
Players each select a letter of the teams name then lock it in using their buttons.
Ending Screen UI and Leaderboard
At the end of our game we thought it would be fun to emulate an old school arcade cabinet letting players enter a 4 letter team name. We also thought that since our game is a test to cooperating with your team it would be fun to have each player be responsible for one letter within the teams name. Once players have chosen a team name they can then view the leaderboard of the top 5 teams and top 3 scores.

GameDemo
Nina Gamboni: 2D Artist, UI Emily Zhang: 2D Artist and Animator Malaya Heflin: Programmer, Producer Junren (Jimmy) Jian: Programmer Courtney Singleton: Sound Designer, Producer
Created using Photoshop, Procreate, Spine, and Unity.