Augimation

Augimation is a adventure based RTS where the player slides into the role of an ancient creature which awakenes far beyond the future. With the power to control the augis, remaining servants of the ancient culture, the player must use the augis to build up a new base, manage the consumptions of the augis and explore the world for new technologies to expand.

 

While exploring the relics, abandoned buildings and surreal biomes, there are several dangerous encounter who seek for the destruction of the augis and the one who can control them.

 

The goal of Augimation is to explore the world and it's secrets, while building and defending a your new village until you are ready to fight back and destroy each enemy base.

PROJECT INFO

DEVELOPMENT TIME

5 Months

DATE

Winter 2020/2021 - 5th Semester 

PLATFORM

PC / Itch.io

TEAM

Jona Louis, Darya Goloborodko, Roman Wiegand

Team CappoTea

COACHES

Prof. Thomas Bremer

INSTITUTION

DE:HIVE @HTW Berlin

DEVELOPMENT

The entire goal of this project was about trying to found a company and have a kickstarter ready product to go live with.

Due to the still on going pandemics, we weren't able to do interships within established companies and to still proceed with our studies within the normal schedule, we had the opportunity to do an alternative in form of a crash course in company founding.

 

Our personal goal was to create a project which we could start off a kickstarter campagne with. Besides the necessary bureaucrac, our main focus of course was designing a marketable project.

 

Since our small team of 3 people were all strategy game lovers, we decided to create a mix of strategy and city building simulation game.

As learned, we had various ideas and experiments with genre, established features and elements from other games and genres until we came up with the first rough boundaries which shall became Augimation.

 

 

MY TASKS

GAME DESIGN

LEVEL DESIGN

Lighting

Environment Art

UI/UX DESIGN

PROGRAMMING

VFX & Technical Art

As a team, we iterated and designed the core concept. We structured our progression and organized our production process like a real company should. This of course gave us new challenges which influenced production, motivation and effieciency on a whole new level.

 

My tasks on this project itself layed much in the asset production of 3d models & textures  as well as programming core systems and tools to make production easier for everyone.

 

I was assigned to create all of the foliage, buildings, trees and other environment assets in tied agreements with Darya who was assigned as our Art Lead and Director in that sense.

One reason I was assigned to create the buildings was because I was also writing our entire building system which is a mixed of a traditional grid-based solution as well as the ability to have 45 degree variations. This could only be achieved due to our lack of a street like system and the avoidance of building connections. 

 

Besides that, I also designed and created the systems for the user interface, optimized and worked on several shaders, vfx, our lighting solution and much more.

 

Due to our tight time budget, we had to rearrange many tasks in the end so I got assigned the challenge to create a whole new playable map within a few days from scratch. The focus of this had to be the various planned biomes, the environment itself for our trailer and overall lore relevant props.   

Notable mention:

 

For the Augis, we all did research on the development of languages. Written and spoken letters, words, sentences etc.

We took a whole deep dive into this topic to actually create a small language for the augis of which we later recorded voice lines for them. Each and every command was apropriatly responded with actual meaningful short sounds.

 

The whole concept went way out of scope but we managed to have a somehow playable prototype and a kickstarter mockup for our submissions.

FAKESCREENSHOTS / VISUAL CONCEPTS

CONCEPT DESIGN ITERATIONS

PROTOTYPE

Environment SHOTS

Various

GAME SHOTS