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SUPER JUMP GOOSE GO! - UNIVERSITY PROJECT

INTRODUCTION:

“Super Goose Jump Go!” is an action sandbox game developed in the unity engine, as part of a group project module. The module asked for us to create an interactive media installation for use in a publish showing. The installation must work with no operator present and should be able to run with only the in game instructions.

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GAME PLAY:

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MY PART:

As lead design on the project, I was the one to tackle the feel of the game and what populates it, a brief overview of the things I personally did in the project:

  • All animations and Goose models

  • All 3D objects within the game (e.g. Food, Beds, Trees etc)

  • Level design (populating the map with objects and its overall design)

  • The creation and programming of the 3rd person controller system

Taking on this huge task was fun and allowed me to advance my 3D animation skills, as I had never worked on a 3RD person game before. This meant that the animations had to be perfect as they would be on the screen all of the time.

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GAME CONCEPT:

Super Jump Goose Go! Is a three dimensional platformer set in a sandbox environment. The game allows the player to take the role of Goostav, a newcomer to The University of Squawk, in his quest to collect enough coins to pay for his tuition. To achieve this, the player must waddle, jump, squawk and explore their way through the fictional environment, inspired by the real-life University of York campus.

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KEY FEATURES:

  • Fully realised Goose player model that allows the player to waddle, jump and squawk.

  • Multiple pathways to the final goal. Players can find objects to progress through the level, or alternatively find hidden pathways to the same objective.

  • A multi-layered campus to explore, featuring interiors, and over three hundred metres square to explore.

  • Bespoke player models, featuring custom animations.

  • Numerous NPCs.

  • Cut scenes that inform the player of the narrative and multiple endings dependent on their performance during the game.

  • Vast amount of intractable physics enabled objects. Players can interact with scores of custom objects, leading to hilarious results!

  • Help system designed to allow users of all abilities to pick up and play.

Accompanying the game was a 35 page design document outlining the intent from the game, its target audience and many other bits of research and refinement we did throughout the process.

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