Moncage | Best Gameplay | Intel® University Games Showcase | Intel Software

Moncage | Best Gameplay | Intel® University Games Showcase | Intel Software


[MUSIC PLAYING] Stephanie Essin here at GDC. I’m chatting with Dong
and Yijia from NYU. Their game, Moncage, won Best
Gameplay last night at IUGS. So tell me, what was
the game all about? Yeah, Moncage is a puzzle
game, 3D puzzle game, where you explore your cube. And each face off the
cube has different worlds, and you need to line up
or make the connection between different worlds
and solve the puzzle. And when you’re exploring the
cube, you can find some photos, and you will figure
out your story in it. Yeah. Right. So I saw a lot of jaws hit
the floor in the audience. It was dead silent. And I thought that your guys’
presentation was so great, because you just let the
game play for itself, and people can
visually understand how to get through it. So let’s talk about
the cube aspect, the gameplay part of it. Mm-hmm. What made you guys decide
to go with that route? At first, we saw a video
about the stencil buffer, which is a 3D mask. And you can look
through it, and it only renders the model
behind the mask. So we thought, wow,
it’s really cool. So we make multiple
masks to see if it can view something different. And it feels really good
for us to make a cube. You can see different
places, and different scenes, and make connections. And yeah, and then we
decided to make it a game. Awesome. And I know that it had a
narrative part into it as well, which I thought
was really awesome. Thank you. So, Yijia, I wanted to
ask you specifically, what did you incorporate
into the game? What’s your skill set? So I’m the artist of the game. I did the models, and I did part
of the level design as well. And I did the texture lab for
it and also illustrational proposal. So we wanted to keep
the story open-ended and let the player to
interpret the story themselves. So we just don’t add any
text into it for our style, because it’s more like a
jigsaw puzzle connections. So we decided to use
all flat colors to make it more clear and more legible. Any lighting or PVR texture
will influence the color and the shape of model. So– Very cool, yeah. –that’s how we decide
our art direction. A lot of thought went
into that, I’m sure. And, Dong, what was your
expertise in the game? I’m the programmer
and also 3D artist and part of the level design. And actually, basically we
cooperate with each other. Yeah, we’re all multitasking. Yeah, we’re multitasking. And I’m also the sound designer. And yeah, that’s
basically what I do. Very talented people here. And I understand it was just
you two that made this game. Yeah. It takes six months. Wow. Yeah, level design took
the main chunk of the time. Oh, I see. Actually, it only
takes one months for us to put everything in Unity. Wow. OK, well, very awesome game. And I wanted to switch
gears a little bit and talk about
last night at IUGS. Were you guys expecting to
win, or was this a surprise? Yeah, it’s surprise. Yeah, we didn’t expect it
to win, because at first, we thought, oh, we win the
third prize of the [INAUDIBLE].. Oh, I see. That’s all. We didn’t expect
that we would win the first prize of the
gameplay, because looks like every other
games are awesome. Yeah. Yeah, as a artist,
actually, I never expect such other great art– games with great art going
to win the art prize. But ours is just simple
colors and simple shapes, that it feels– I feel really honored. Awesome. Well, it’s great that you guys
are helping other students at your school. And again, really awesome job. Where can people go to learn
more about the game and play it themselves? You can go to the
Itch to find our game. And actually, it’s
a very unique name, so you can just Google it,
Moncage, and it will appear. All right, well, sounds good. Thank you guys so
much for joining me. And thank you for watching. Make sure you check
out the links provided to learn more about Moncage.

Leave a Reply

Your email address will not be published. Required fields are marked *