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GravityBomb is a strategy/puzzle game that pits you against opponents with the objective to destroy any hostile vessels that get in your way. To accomplish that goal, you have to aim your gravity bombs with just the right angle and power to snake your way through a gauntlet of interstellar objects. It is currently being developed by Protodragon Software for release on the PC via digital distribution. GravityBomb is being developed with the XNA Framework and may see future releases on the 360 or mobile platforms.

Report RSS The team behind GravityBomb

Meet the team! Dragonsdoom explains who works on GravityBomb and how they distribute the developer hats.

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Intro

Hi everyone! I realized today I needed to write a bit about who is actually working on Gravitybomb, and what exactly they do. I'll introduce the team members, talk a little about their experience, and then explain who is doing what. There are three people working on Gravitybomb: Prototype, Velarick, and Dragonsdoom (me).

The Lineup

  • Prototype is an artist entrepreneur. I met Prototype when we worked on a mutual project at this past Global Game Jam. We made a game called Weekend of Mass Destruction. Prototype worked on some of the art assets for that game and I worked as project lead and one of the programmers.
  • Velarick is a level designer and artist. I went to college with him up until recently and I consider him a good friend. We've worked together on many school projects. Velarick is currently finishing up his degree and working on some advanced level design on the UDK.
  • I'm Dragonsdoom. At some point I've touched on almost every aspect of game development except music and audio, but I only really specialize in programming, design, and project management. For a while I worked in art and level design like Velarick, but I decided I had more interest in programming than art. I recently graduated college.

The Work

GravityBomb is pretty much my project. I've built the gameplay, levels, and art, but that is about to change. Prototype has just gifted me with some really good looking planets, which you will soon see in a future media release. I built a level editor recently, and as soon as I get it to Velarick he will be able to make me some kick-butt levels to help flesh out the challenges I've already got ready for you. I'm currently polishing some behind the scenes stuff and art things. The gameplay itself is pretty solid now.

Conclusion

I find it really hard to give up a programming project, but in spite of my personal feelings the game is undoubtedly near completion. With the help of Prototype and Velarick it will progress even faster than before. Stay tuned for more information, I've got some new art and levels waiting in the wings.

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