Introducing Our Ipswich Games Hub Students Of 2016

By Lisa Mach

The Ipswich Games Hub is a collaborative programme ran by the University of Suffolk and the Eastern Enterprise Hub. The aim of the course is to help young and upcoming game developers step into the games industry with a better understanding on business and entrepreneurship.

Week 1 of the programme saw the gaming enthusiasts gather up on the fifth floor of the Hub to brainstorm ideas and place themselves into their preferred teams.



Ice Breaker by Samuel Cook, William Terry, Anthony Brame and Robert Yearling.

Summary:
The blizzard dancer is on course for a deep water disposal centre to destroy an ancient relic recently unearthed in an exploratory mission to the earth’s core.
The deep water disposal centre uses the pressure from the bottom of the sea to crush dangerous artifacts.
Each member of the crew is equipped with a steam watch, a modified pocket watch with the remarkable ability to record information from almost any source automatically with just a touch it also uses its miniature steam generator to generate electricity that can be used as a power source.
The Intercoms that are dotted throughout the ship are save points the pocket watch must be placed into a slot so it can power up the intercom which allows you to converse with the captain, this take a few seconds but the game doesn’t pause while this is happening.
The game follows the path of Birch a young crew member who become our unwitting hero when circumstance conspires to destroy the icebreaker ship he is serving on. Guide Birch through the belly of the ship repairing the damage and avoiding the terror that has awoken within.



Soul Lust
by Azurarise (Dragos Dumitru and Lonut (Johnny) Vericiu)

Summary:
Soul Lust is a hack and slash RPG that is story driven, created by the members as a challenge to themselves. They wanted to balance the content with the gameplay itself to maintain the depth of the game.
The games revolves around a treasure and artefact hunter who, from a previous mission, starts the game wounded only to be saved by a young boy of whom he takes under his wing. The boy however tragically dies during a mission and in order to save his soul the adventurer makes a deal with a powerful cube-like artefact to go on the most dangerous mission of his life.

The cube merges with the adventurer allowing him many powers in return, in order to complete his journey the adventurer must bring the cube to a mysterious temple.
The goal of the game is to gather souls for the cube in order to maintain your health as the health bar is constantly decreasing as time goes by.



Of whom we hold dear by Matthew Ellum and Aaron Mulligan

Summary: Of whom we hold dear is a first person puzzle game with an elderly man as it’s protagonist, the aim of the game is to navigate this man through his house in order to piece together just what happened to him and his wife.

The game starts just as the man awakens from his fall from the stairs, he has trouble recollecting what had happened and it is revealed he has anterograde amnesia and with the effects hindering his ability to recollect pieces of clues, the clues are pinned up on a noticeboard that players and switch to in order to solve the mystery. The players then have to piece together the pieces like a physical puzzle.

The man has to navigate five memories/levels in order to figure out the whereabouts of his missing wife but his venture is constantly disrupted by an ominous mannequin of whom is the primary antagonist of the gam Of whom we hold dear is largely inspired by Christopher Nolan’s ‘Memento’ adapted from Jonathan Nolan’s pitch for his story ‘Memento Mori’. 


Final Symphony by Callum Mutton and Lee Hatchman

Summary:
Final Symphony is a turn-based RPG that uses rhythm mechanics much like guitar hero. The overall concept of the game is the fight against ‘good’ and ‘light’ forms of music. The main protagonists are perceived as ‘dark’ and ‘evil’ as appropriately represented by heavy rock music and in order to defeat the ‘light’ they must fight and drown out their music.

The battle system uses performance to dictate the power of attacks and players could even drown out the opposition’s music notes using counters. The game was inspired by a variety of Japanese Role Play games with turn-based mechanics like Final Fantasy.