Category: GDAP

  • Deflect, Dash, Conquer: The Making of Ricochet Ronin

    Precision, agility, and strategy come together in Ricochet Ronin, a fast-paced action platformer developed by Team Ronin, a group of junior-year GDAP students. Blending the intensity of bullet hell mechanics with fluid platforming, the game takes players on a journey through a world inspired by the fusion of Wild West and Feudal Japan aesthetics.

    Game Overview: Ricochet Ronin

    Ricochet Ronin challenges players to embody a lone warrior practicing the ancient art of Yadomejutsu—deflecting enemy bullets back at them using a katana. The game rewards precise timing and strategic movement as players navigate treacherous environments and battle foes in a visually striking pixel-art world.

    Key Features

    • Precision-based combat where players can only damage enemies by deflecting their bullets
    • Fast-paced platforming that demands agility and quick reflexes
    • A unique blend of pixel art and traditional Japanese aesthetics
    • Designed for PC (Steam), appealing to fans of action and bullet hell games

    The Development Process

    The team’s journey began with detailed mockups, including storyboards, character designs, and level layouts that shaped the game’s distinctive identity. With a strong emphasis on tight gameplay mechanics, the team iterated on movement physics and enemy AI to ensure a rewarding and skill-based experience.

    Challenges and Solutions

    One of the major challenges faced by the team was balancing difficulty—ensuring that the precision-based mechanics felt challenging yet fair. To achieve this, they fine-tuned enemy attack patterns and adjusted timing windows for bullet deflection, creating a gameplay loop that is both intense and rewarding.

    Final Presentation and Future Plans

    As part of the final showcase, Team Ronin presented Ricochet Ronin to faculty and peers, detailing their creative and technical achievements. Their final pitch highlighted future expansions, including new levels, boss fights, and additional gameplay mechanics.

    With plans to refine the experience further and expand on its core mechanics, Ricochet Ronin showcases the talent and dedication of Team Ronin. The game’s unique blend of fast-paced action and strategic combat has set the stage for future iterations and potential industry opportunities.

  • HoloGraphic: A Cyberpunk Deckbuilder

    Game development is an intricate process that blends creativity, strategy, and technical prowess. Team HoloGraphic, a dedicated group of junior-year GDAP students, embarked on this journey to create HoloGraphic, a deckbuilder roguelike set in a cyberpunk future. Their game challenges players to think like a genius hacker, rewarding clever problem-solving and strategic decision-making.

    Game Overview: HoloGraphic

    HoloGraphic transports players into a high-tech cyberpunk world, where they take on the role of an elite hacker navigating a dystopian landscape. The game’s mechanics emphasize strategic deck-building, allowing players to outmaneuver security systems, break through digital firewalls, and uncover hidden secrets.

    Unique Selling Points

    • A cyberpunk aesthetic with immersive world-building
    • Strategic deck-building mechanics that reward creativity
    • A game designed for PC (Steam), targeting players aged 18-27

    The Development Process

    The team meticulously crafted their game concept, starting with a detailed mockup phase that included concept art, mood boards, and storyboards to establish the game’s visual identity and narrative direction. Their work evolved through multiple iterations, refining both gameplay mechanics and the overall player experience.

    Challenges and Innovations

    One of the biggest challenges the team faced was balancing the complexity of the deck-building mechanics with accessibility for new players. To tackle this, they designed an intuitive onboarding experience that gradually introduces players to advanced mechanics without overwhelming them.

    Final Presentation and Future Plans

    HoloGraphic was pitched as part of the GMAP 377 final showcase, where the team presented their polished concept, gameplay mechanics, and future expansion plans. While the initial Minimum Viable Product (MVP) was targeted for a December 2022 release, the team envisioned expanding the game with additional content by March 2023.

    The team sees great potential for further development, hoping to refine the mechanics and expand the narrative scope. Their dedication and innovation in designing HoloGraphic showcase the talent and ambition of Drexel’s GDAP students.

  • House of the BloodKnots: A Haunting Horror Platformer by Team Plastic Coffin

    Horror and platforming collide in House of the BloodKnots, a haunting narrative-driven game developed by Team Plastic Coffin, a group of junior-year GDAP students. Combining eerie storytelling, dark magic, and intense platforming mechanics, the game immerses players in a chilling world where family secrets hold terrifying truths.

    Game Overview: House of the BloodKnots

    House of the BloodKnots follows the story of Mace BloodKnot, a young boy who uncovers the horrifying legacy of his family. With the help of his loyal dog Sickle, Mace must battle his own kin—members of a lineage that has used dark magic to manipulate souls for their gain.

    Key Features

    • A gothic horror-inspired narrative that unfolds through exploration and combat
    • Pixelated 2.5D art style blending eerie 3D environments with haunting 2D sprites
    • Challenging platforming mechanics with dark magic-infused enemy encounters
    • Designed for PC (Steam), targeting fans of horror and atmospheric platformers

    The Development Process

    Team Plastic Coffin approached their game with a focus on immersive world-building and unsettling atmosphere. Their early development phase included designing mood boards, crafting eerie character designs, and establishing the game’s sinister tone through environment art and soundscapes.

    Challenges and Creative Solutions

    One of the core challenges the team faced was balancing the unsettling horror elements with engaging platforming mechanics. To maintain tension while keeping gameplay dynamic, they implemented eerie enemy designs and interactive level elements that force players to adapt and strategize.

    Final Presentation and Future Goals

    House of the BloodKnots was showcased as part of the final presentations, where the team highlighted their creative direction, gameplay mechanics, and future expansion plans. The game’s unique horror aesthetic and dark narrative captivated audiences, sparking interest in further development.

    Looking ahead, Team Plastic Coffin aims to refine their mechanics, expand the game’s lore, and introduce additional levels and boss encounters. Their work on **House of the BloodKnots** showcases their ability to blend storytelling and gameplay into an unforgettable horror experience.

  • Sophomore Year as a GDAP Student

    Sophomore Year as a GDAP Student

    Sophomore year in Drexel’s Game Design & Production (GDAP) program is where students transition from learning the basics to building fully interactive and engaging games. This year focuses on game mechanics, programming, 3D modeling, and team-based development, helping students refine their skills and start thinking about their specialization in the gaming industry.

    Core Classes

    Sophomore-year courses dive deeper into game engines, design principles, and technical skills. Some key classes include:

    Scripting for Game Design (GMAP231): This course explores modern game engine scripting languages that are event-driven, control the art assets, provide multiplayer communication, and database access.

    Character Animation for Gaming (GMAP367): This course focuses on character animation techniques for real-time graphics, including cyclical animations, procedural animation, motion capture and integration into game engines.

    Game User Interface Design (GMAP211): This course explores the design, prototyping, and evaluation of game user interfaces, focusing on human capabilities, input technologies, and design principles. Students learn to create visually appealing, efficient interfaces through key concepts like learnability, visibility, error prevention, and user perception.

    Overview of Computer Gaming (GMAP260): This course presents an overview of computer gaming, including its history, its foundation in traditional games and its contemporary forms. The relationship among genres, platforms and audiences are examined and critical evaluation skills are developed.

    Skills You’ll Develop

    Sophomore year expands both technical and creative abilities to prepare students for larger game projects:

    Advanced Game Programming – Implement complex gameplay mechanics using C# (Unity) or Blueprints/C++ (Unreal Engine).

    3D Asset Creation & Animation – Model, texture, and rig game-ready assets for real-time rendering.

    Game Design Documentation & Prototyping – Develop structured plans and iterate based on playtesting feedback.

    Multiplayer & AI Integration – Experiment with online gameplay and enemy behavior systems.

    Projects & Challenges

    Sophomore year focuses on team-based projects and expanding creative problem-solving skills. Expect assignments like:

    First-Person/Third-Person Prototype – Developing a playable character with movement, interactions, and physics.

    3D Game Environment Design – Modeling and texturing immersive game worlds.

    Interactive Story Project – Writing and developing a branching narrative experience using Twine or Unity.

    AI & Enemy Behavior System – Programming non-playable characters (NPCs) with decision-making logic.

    A key challenge at this stage is team collaboration—learning to work efficiently with artists, programmers, and designers in a structured game development pipeline.

    Tips for Success

    Master your tools. Get comfortable with Unity, Unreal Engine, Blender, and game scripting.

    Test & iterate constantly. Playtesting is crucial—get feedback early and refine your work.

    Build a specialized skillset. Whether it’s level design, AI programming, animation, or storytelling, start focusing on an area of expertise.

    Join game dev communities. Participate in game jams, online forums, and networking events to build connections.

    Looking Ahead

    Sophomore year sets the stage for real-world experience—pre-junior year will involve more polished game projects, portfolio-building, and preparation for co-op applications. Whether focusing on design, programming, or art, now is the time to sharpen skills for future success in the game industry.

  • Sophomore Year as a GDAP Student

    Pre-Junior Year as a GDAP Student

    Pre-junior year in Drexel’s Game Design & Production (GDAP) program is a critical step toward specialization and professional development. At this stage, students are no longer just learning the fundamentals—they are refining their skills, developing industry-ready projects, and preparing for co-op applications. This year is about team collaboration, portfolio-building, and deepening expertise in game design, programming, or art.

    Core Classes

    As coursework becomes more advanced, students focus on game production pipelines, optimization techniques, and industry standards. Some key classes include:

    Game Development Foundations (GMAP345): This course introduces students to the computer game design process. Students also learn how the individual skills of modeling, animation, scripting, interface design and storytelling are coordinated to produce interactive media experiences.

    Advanced Game Design and Production (GMAP395): This course will step through the various modules of game engines, enabling students to gain access to real-time shaders and materials, particle systems and animation techniques.

    Advanced Portfolio (GMAP246): This course focuses on building skills for the career-long practice of producing and maintaining a professional creative portfolio while allowing the students the opportunity to create or refine additional student-driven portfolio work that synthesizes their skills and experience from direct class assignments in their other coursework.

    GMAP Electives: Many students explore course electives to focus on building their skills in the area of GDAP that they want to pursue after graduation.

    Skills You’ll Develop

    This year is all about polishing skills and applying them to real-world projects:

    Advanced Gameplay Systems – Designing and implementing AI behavior, combat mechanics, and complex interactions.

    Optimized 3D Art & Animation – Creating high-quality assets for real-time performance in Unity and Unreal Engine.

    Multiplayer & Networking – Understanding online play, matchmaking, and real-time interactions.

    Portfolio Development & Industry Prep – Refining projects for co-op applications and industry showcases.

    Projects & Challenges

    With an increased focus on team-based development, students will work on projects that mimic real-world production cycles:

    Fully Playable Game Prototype – Developing a polished game with custom mechanics, AI, and visual effects.

    Expansive 3D Level Design – Creating immersive environments with interactive storytelling elements.

    Multiplayer Game Project – Implementing networking features for online gameplay.

    Portfolio & Demo Reel Creation – Curating work to showcase technical and artistic skills for co-op and job applications.

    A major challenge this year is finding a specialization—students need to identify whether they want to focus on game design, programming, art, technical development, or UX/UI for games.

    Tips for Success

    Apply early for co-op. The best opportunities fill up fast—start preparing your portfolio in the fall.

    Develop a standout portfolio. Focus on quality over quantity, showing your best work and polished case studies.

    Collaborate like a pro. Learn to work effectively in teams using Agile development, version control (Git), and project management tools.

    Network with professionals. Attend game dev conferences, join online communities, and connect with industry experts.

    Looking Ahead

    Pre-junior year is all about preparing for professional experience—junior-year co-op placements will allow students to work in real game studios, apply their skills in production settings, and gain valuable industry insights. The next step? Putting those skills to the test in the real world.

  • Sophomore Year as a GDAP Student

    Junior Year as a GDAP Student

    Junior year in Drexel’s Game Design & Production (GDAP) program is a defining moment, as students transition from academic learning to hands-on industry experience through co-op placements. This year is all about applying game development, programming, and design skills in real-world settings while working on advanced coursework. Whether working at a game studio, software company, or indie development team, junior year is the time to gain industry insights, refine portfolios, and build professional connections.

    While some students spend half of the year in co-op roles, coursework continues to focus on polishing game development skills and preparing for senior capstone projects. With junior year and real-world experience under their belt, GDAP students head into senior year ready to tackle their capstone project and industry showcase. The next step? Building an impressive final game project and preparing for full-time job opportunities.

    Core Classes

    While some students spend half of the year in co-op roles, coursework continues to focus on polishing game development skills and preparing for senior capstone projects. Some key classes include Game Development: Workshop I (GMAP377) which examines the roles of the executive producer and the development team in taking a computer game from concept to design document through production. Students will work in small teams to research andplan a production effort that results in a pre-production prototype. Advanced Game Playtesting (GMAP321) is a course where students will play the role of a game user researcher (GUR) and learn how to conduct more advanced and rigorous playtests and how to run professional-quality studies that support a better understanding of player behavior and identify usability issues. Students will develop and run a study using an existing game project. Game Development: Workshop II (GMAP378) provides an environment in which the pre-production of GMAP 377 Game Development: Workshop I can be taken through a full production effort. Students work in small teams to bring a selected prototype to completion. Many students also explore GMAP Electives to focus on building their skills in the area of GDAP that they want to pursue after graduation.

    Skills You’ll Develop

    Junior year is focused on industry-ready skills, workflow efficiency, and professional development, including Industry Production Pipelines – Working within structured teams using Scrum, Agile, and version control (Git), AI & Advanced Game Systems – Implementing dynamic enemy behavior, pathfinding, and game logic, Project & Time Management – Juggling coursework, portfolio updates, and professional responsibilities, and Professional Communication & Collaboration – Learning to present ideas, receive feedback, and work with cross-disciplinary teams.

    Co-op Experience: Learning in the Industry

    Many GDAP students spend six months working in professional game studios, indie teams, or software companies. These co-ops provide real-world experience in Game Programming – Developing gameplay mechanics, physics simulations, and AI behavior, Game Art & Animation – Creating 3D assets, animations, and textures optimized for real-time rendering, Game Design & Narrative – Crafting engaging player experiences, level design, and interactive storytelling, and Technical Art & Optimization – Implementing shaders, VFX, and performance enhancements for games. Between coursework and co-op, students work on more complex and industry-focused projects, including Full Game Prototypes – Creating market-ready game experiences with polished mechanics and UI/UX, Cinematic Cutscene Development – Integrating animation, motion capture, and storytelling into game engines, Game AI & Physics Systems – Implementing sophisticated behaviors and interactive environments, and Portfolio & Resume Refinement – Preparing demo reels and case studies for job applications. One of the biggest challenges this year is balancing co-op responsibilities with coursework and personal projects. Time management becomes essential!

    Tips for Success: Take full advantage of co-op. Ask questions, network, and treat it like an extended job interview. Refine your demo reel. Showcase work that aligns with your desired job role—whether in design, programming, or art. Experiment with new tools. Learn advanced techniques in real-time rendering, procedural generation, or AI-driven game design. Engage with the game dev community. Attend game jams, networking events, and industry talks to build connections.

  • Sophomore Year as a GDAP Student

    Senior Year as a GDAP Student

    Senior year in Drexel’s Game Design & Production (GDAP) program is the grand finale before stepping into the professional world. With co-op experience, technical skills, and portfolio projects under their belts, students spend this year developing their senior capstone projects, preparing for the Drexel Digital Media Showcase, and finalizing their portfolios. This is the time to specialize, network, and ensure readiness for careers in game design, development, or production.

    The final year is focused on large-scale projects, portfolio refinement, and industry networking. With senior year wrapping up, GDAP students take their capstone games, portfolios, and professional experience into the real world. Whether entering AAA game studios, indie development, VR experiences, or technical game production, the journey is just beginning.

    Core Classes

    The final year is focused on large-scale projects, portfolio refinement, and industry networking. Some key classes include Advanced Portfolio (GMAP246) which focuses on building skills for the career-long practice of producing and maintaining a professional creative portfolio while allowing the students the opportunity to create or refine additional student-driven portfolio work that synthesizes their skills and experience from direct class assignments in their other coursework. Digital Media Senior Project (DIGM490) is a course where students create professional media assets for a team-based senior project in a simulated production environment. They integrate academic and practical knowledge, refine digital media production skills, and enhance written, oral, and visual communication through collaboration and industry best practices.

    Skills You’ll Master

    At this stage, GDAP students refine their professional expertise to prepare for industry roles, including Full Game Production Workflow – Managing development from concept to launch, including QA and optimization, Polished Game Design & Mechanics – Creating balanced, engaging gameplay with player-focused interactions, Team Collaboration & Leadership – Managing group projects and working in structured pipelines, and Presentation & Industry Communication – Preparing for studio interviews, portfolio reviews, and the Digital Media Showcase.

    The Drexel Digital Media Showcase: Showcasing the Capstone Project

    The Drexel Digital Media Showcase is the highlight of senior year, where students present their capstone projects to faculty, industry professionals, and potential employers. How to Prepare for the Showcase: Finalizing the Capstone Game – Ensuring smooth gameplay, polished UI/UX, and bug-free mechanics, Refining the Portfolio – Featuring the best projects in a professional online portfolio and demo reel, Perfecting the Pitch – Practicing game presentations for an audience of recruiters, professors, and industry peers, and Networking with Industry Professionals – Engaging with game studios, indie developers, and hiring managers. The biggest challenge of senior year is balancing the capstone project with job applications and industry networking. Deadlines become tighter, expectations rise, and refining skills becomes crucial to stand out in the competitive gaming field.

    Tips for Success: Start job hunting early. Many studios begin hiring months in advance—don’t wait until graduation. Polish your demo reel. Focus on high-quality work that aligns with your career goals. Practice public speaking. Game designers must be able to pitch and present their ideas confidently. Stay ahead of industry trends. Emerging tech like AI in gaming, virtual production, and real-time rendering can give you an edge.

  • Sophomore Year as a GDAP Student

    Freshman Year as a GDAP Student

    Starting freshman year in Drexel’s Game Design & Production (GDAP) program is an exciting first step toward a career in the gaming industry. This year is all about building foundational skills in game development, design principles, and digital art while exploring different aspects of the gaming world. Whether you’re interested in game design, programming, 3D modeling, or narrative development, the first year lays the groundwork for future specializations.

    Freshman-year courses introduce students to the fundamentals of game development, focusing on design, interactivity, and digital creation tools. The first year builds a strong foundation in game design and development. Sophomore year will introduce more advanced programming, 3D modeling, and interactive storytelling, helping students find their specialization in the gaming industry.

    Core Classes

    Freshman-year courses introduce students to the fundamentals of game development, focusing on design, interactivity, and digital creation tools. Key classes include Game Design Lab (GMAP101, GMAP102) which introduces fundamental image creation and editing tools like Adobe Photoshop and Illustrator, blending digital and physical fabrication for creative game design. You’ll explore core digital game design skills using interactive text, 2D and 3D game engines, and rapid prototyping through grey-boxing and asset libraries for experimentation. Basic Portfolio (GMAP123) focuses on the basics of portfolio creation, editing, and presentation while examining portfolio examples of current professionals in a variety of game development roles that can serve as models for student portfolio development. Overview of Game Playtesting (GMAP121) covers user research, UX, usability testing, and QA in game development. Students learn key techniques through lectures and hands-on testing of active student game projects.

    Skills You’ll Learn

    Freshman year is all about learning the key elements of game design and development, including Game Mechanics & Player Interaction – Designing engaging and balanced gameplay, 2D & 3D Asset Creation – Learning digital art and introductory 3D modeling, Basic Game Programming – Understanding logic and scripting in game engines, and Prototyping & Iteration – Creating simple games and refining ideas based on feedback.

    Projects & Challenges

    Expect hands-on projects that apply fundamental skills to small-scale game prototypes. Some common assignments include 2D Platformer Prototype – Designing and coding a simple side-scrolling game, Concept Art & Game UI Mockups – Creating assets and designing UI for a game interface, Game Design Document (GDD) – Writing a structured plan for a game idea, including mechanics, story, and art direction, and Paper Prototyping – Testing gameplay ideas with physical prototypes before moving to digital development. A major challenge in freshman year is learning to work across disciplines—game development involves art, programming, storytelling, and player psychology, and balancing these elements can be complex.

    Tips for Success: Start learning game engines early. Unity and Unreal Engine are industry standards—get comfortable with them now. Develop your artistic or coding skills. The more versatile you are, the more valuable you’ll be in a team setting. Play games critically. Analyze what makes games fun, engaging, and well-designed. Collaborate with peers. Teamwork is essential in game development—start practicing now!

  • HexaGONE: A Chaotic Couch Brawler

    Party games thrive on chaos, quick reflexes, and nonstop fun, and HexaGONE delivers exactly that. Developed by Team HexaGONE, a group of junior-year GDAP students, this couch brawler pits players against each other in a fast-paced, physics-based battle where the goal is simple: be the last one standing.

    Game Overview: HexaGONE

    HexaGONE is a four-player local brawler that features dynamic, hexagon-based arenas filled with hazards and unique environmental mechanics. Inspired by classic party games like *Super Smash Bros.*, *Gang Beasts*, and *Boomerang Fu*, the game focuses on quick rounds, unpredictable gameplay, and hilarious physics-based interactions.

    Key Features

    • Fast-paced, physics-based combat designed for local multiplayer
    • Dynamic arenas with destructible hexagonal tiles
    • Multiple level themes and hazards, including slippery ice and collapsing platforms
    • Designed for casual and competitive players alike, with a simple pick-up-and-play control scheme

    The Development Process

    Team HexaGONE built the game with an emphasis on engaging level design and unpredictable player interactions. Their early development phase involved prototyping different arena mechanics, testing movement physics, and designing unique hexagonal platform behaviors that force players to stay on their toes.

    Challenges and Solutions

    One of the biggest challenges for the team was balancing randomness and player control. To keep the game fun yet competitive, they refined movement mechanics and ensured that arena hazards remained fair but unpredictable. They also worked on making the game visually engaging, with distinct level themes and colorful, vibrant animations.

    Final Presentation and Future Development

    As part of the final showcase, Team HexaGONE presented their vision for the game, demonstrating chaotic multiplayer matches and highlighting future plans for additional maps and player customization. Their pitch was met with enthusiasm, showcasing the game’s potential as an exciting local multiplayer experience.

    Moving forward, the team hopes to expand HexaGONE with new maps, interactive hazards, and online multiplayer functionality. Their ability to craft a compelling and fun-filled party game demonstrates the strength of student-led innovation in game design.