Blazar is a throwback to classic arcade games. Playing from a top down point of view, the goal of the game is to collapse the universe. You control your ship through eight levels using your tail to either destroy objects or bounce them into your Blazar. When enough cosmic objects are absorbed, you will scale up becoming powerful enough to collect what once destroyed you.

Blazar is known for it’s fast paced action oriented gameplay that is quick to pick up and a blast to play. Before you know it you will be well on your way to facilitating the inevitable collapse of the universe.

Created by six Digital Media undergraduates in just under three months and was recently submitted to the Independent Game Festival for competition.

Visit http://www.playblazar.com to play Blazar.

Financially Correct is a money management game made to address the current lack of experience that most young adults have when it comes to financial awareness. We are creating an interactive simulation where users test their financial management ability by making all decisions associated with day-to-day life. We hope by giving people an interactive test run that they might be able to take away some skills that will help them down the road. We are currently in production and on our way to a working prototype. A large amount of data has been collected of a number of credible resources, which we are implementing in our game. We hope to begin open beta testing by the start of spring quarter.

As of right now we are in the beginning stages of creating the mini-game portion of Financially Correct, as well as adding in our wealth of financial data. Before the end of the quarter we will have a feature complete prototype that we can start testing internally through the GRID Lab.

War on an unprecedented scale left nothing but a drop in the bucket of what was once humanity surviving. Now, centuries later, the remaining humans live by scavenging the wreckage of their ancestors. Peace exists only out of necessity as the human race cannot afford another open war. However, below the surface, a bitter battle rages daily over the right to salvage the sprawling graveyards of equipment and resources left floating in space. Derelicts and ruins are the only things inherited by the post-war generation of humans, but will these gifts bring new life to a nearly-dead society, or yet again serve as tools of its destruction?

Derelicts is a sci-fi themed, text-based, massively multiplayer online game meant to appeal to classic MUD gamers and players of d20-based RPGs, yet explore new trends in MUD interfacing and depth of story. Currently, the project is in the development phase. A first-playable has been created, and is constantly being tested and updated.

Our team is working on a currently untitled multiplayer office chair racing game, which is set in the soon-to-be-built Schoonover Center for Communication. The new building will be comprised of the former Baker Center and the Radio-Television Building and will bring the Scripps College’s five schools as well as WOUB under one roof. Our game will feature arcade style racing through the halls and lobbies of the Schoonover Center and support up to seven players.

The project is just beginning full-scale production after a quarter of design. Currently, the team is focusing on art asset and sound effect creation as well as programming basic game mechanics and modeling environments. Our goal is to have a feature complete build by the end of this quarter.

Goetia is a Multiplayer RTS set in futuristic Earth where technology has caused a rift between Earth, the Heavens, and Hell, unleashing forces onto humanity. Hellish demons are not the only problem for the Human race, as the rift creation sparked an iron fist of brutal justice slamming down from the heavens. Players choose their side in this epic free-for-all and fight for domination. Controlling Heroes and their loyal escorts, you strategically capture powerful shrines throughout the map.

Our current prototype was created in Blizzard’s Warcraft III: The Frozen Throne World Editor. We are polishing features and statistics until we transfer the game into the 3D engine, Unity. Our goals are to have two polished versions of the game. One in Warcraft III, using all of the editor’s characters, animations, level editor and scripting language. The second will be in Unity using entirely custom 3D models, terrain models, SFX and music. We are currently perfecting our Warcraft III prototype and starting level designs in Unity.

If you are interested in contributing time testing our current prototype, send me an email at jw186606@ohio.edu and I’ll send out testing dates and information.

What if you had to relive one day for the rest of your life? Might not be so bad. With no consequences for your actions, the world would be your playground. But what if the world around you changed with every repetition of the day? With even the most familiar facet of your life turned suddenly foreign and malicious, choosing who to trust would literally be a matter of life and death.

Decay is a first-person action-adventure game. It will appeal to players of action-adventure games such as Indigo Prophecy/Fahrenheit, as well as players that enjoy the survival horror genre. The game will utilize a minimal interface to explore the depths of immersive gameplay. A demo is in production, and is currently in the alpha phase.