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In grav, the player must navigate a churning asteroid field in a nimble mining craft, and use a powerful gravity beam to break open asteroids so that they can collect the valuable crystals inside. Crystals can be temporarily stored aboard the player's ship, but can only be scored for points when the player leaves the asteroid field's containment bubble, and deposits their crystals into a nearby mining base. Each crystal the player picks up causes their ship to increase in speed, making it more and more difficult for the player to avoid the asteroids. Hitting an asteroid causes the player's ship to eject all crystals it has aboard. To earn a high score, players must balance the potential reward of depositing a huge haul, with the risk of losing it all as their ship careens ever-closer to collision. 

 
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I lead the design of grav in partial fulfillment of course work for NYU's Game Center. The final game evolved greatly over the course of its development, allowing us to craft several challenging design issues into highly polished and effective features. While the heart of the game was always focused around using gravity to manipulate flurries of speeding asteroids, the final implementation of the gravity beam and crystal collection mechanics were the product of numerous tweaks and iterations. By integrating the tireless contributions and input of each of our team members, grav was shaped into its final form. 

 
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grav was well-received by players at a public demonstration of NYU-developed games at the end of the semester, and has since been used by the university to promote NYU's graduate program in game design. grav is now housed at the Game Center's Open Library inside the Tisch School for the Arts. 

 

Credits: 

Lead Game Designer - Michael T. Astolfi 
Producer - Kevin Porras 
Programmer - Charles Brillant 
Lead Artist - Justin Sanders 

Music by Positively Dark

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