Apr 19

Shipped And Presented

So, we shipped our game and presented at the Student Showcase.  We worked really hard all year and think we shipped a pretty great product.  Hopefully when the game is available on the Game Gallery and you get a chance to play it, you’ll agree.  In the meantime, here’s our gameplay video!



And here’s a recording of our presentation!




And enjoy some screenshots!







And with that, we’re going to get some sleep.


Feb 24

Beta Teaser

No video at First Playable or Alpha.  Not a word since some level building progress shots just before First Playable, really.  I’m sure it might look like the team either broke up or had completely stagnated.  Today we’re here to tell you, not so much.  A lot of aspects of the game have changed; some major, some minor.  While we hope to have a lot to show you soon (and yes, you’ve heard promises along these lines before), here is a teaser image to hold you over until Beta.  Enjoy!



Dec 05

First Playable – Level Progress

With our First Playable milestone presentation behind us (and having gone pretty well, no less!), we’re hard at work fixing a few outstanding issues before grade submission on Friday. This means that there will be a new game play video soon. But since that video isn’t ready yet, here are some level progress shots from our designers to tide you over.

Hopefully those give you an idea of where things are heading (although the designers would like me to remind everyone that these are still very much in progress). You’ll be able to see them in action and much further developed in our next video, which should make it onto the website next week.  Or the next week; we’ll see how finals week goes.  Either way, see you at the next update!

Nov 01


For our Prototype milestone this week, we needed to implement and demonstrate our core mechanics inside our engine. Those core mechanics, seen in the following video, are the ability to extrude (blue), rotate (red), and toggle tangibility (yellow) on specifically indicated blocks. We have also introduced jump pads (green) as a core mechanic for this milestone.



To use each power type, the player must first acquire the associated power from a power node (indicated by a solidly shaded cube of the same color), and they may only keep a single power at any time. We’d also like to point out that the music in this video was created by our own Collin Meredith, and is the first of many tracks that should be featured in the finished game.


In the next weeks, expect more information, screen shots, and videos regarding the game, it’s mechanics, back story, and the tech that powers it. As we gain momentum, we plan to release a lot more information on a much more regular basis.

Oct 19

Engine Proof

Engine Proof came and went and things went pretty well.  You can watch this video we took the day after to get a feel for the state of the engine.  Keep in mind that at this point the video is a few weeks old, but it does a good job of indicating where we were at the time.



With Prototype a little over a week away, we should have a lot of new images, videos, and concept information to release over the next week.  So, check back over the next week to see rough gameplay, updated art, and tons of new features.

Sep 16

TeamFizzGames.com Is Live!

Welcome to the site.  We’re just getting things up and running now that the semester has started, but stay tuned and there will be plenty of information and media released as we develop our game for the year.