Reach

A story driven survival experience.

Undivided Attention.

For our practicum, I and a couple of other students decided to spend a month developing a new game. Reach quickly became a breath of fresh air. 

While in college, I often had several projects on the go at any given time. I didn't have enough time to truly focus on a single project for an extended amount of time. Reach is my first game I was able to work full time on. 

I became the game designer behind Reach. I started asking why as opposed to what. I still stand by Juice, however, I started asking "why is this in the game". When I started to regularly ask myself "why", I started to see what the core mechanics of the game were. 

In Reach, I explored a couple of unique ideas. In particular, the use of narration in the world space. By having written words appear in the game space, games can inspire a unique perspective on storytelling and narration. In a post-apocalyptic game, the world became the player's journal filled with memories and harsh realizations. 

Reach offered its fair share of mathematical brain teasers. The largest problem I worked on was developing a First Person Controller from scratch. We discovered that the default FPS controller provided by Unity would not work for us. In approximately 8 hours, I created the controller you see in the game now. 

We implemented an atmosphere similar to that in "The Road".

Synopsis
Learning Points
Future Plans
Reach is a atmospheric survival story adventure. In Reach, you play as a father in search of your wife and child during the outbreak of an apocalypse.
Don't be afraid to experiment with new ideas. You should always double the time you think it will take to finish a task.
I do not plan to continue with Reach in the immediate future.