Game Description

Crazy Critter Country is a fast paced Top-Down Shooter that requires the Player to navigate the level while taking out the Crazy Critters.

 

Development Overview

Aesthetic: Challenge
Production Length: 4 Weeks
Completed: September 1 , 2011

In-house Engine: Zero Engine
Scripting Language: Python

 

This was my second project using the Zero Engine and working in Python. For this project I wanted to focus on combining structures and enemy placement in order to create engaging encounters. By using places in the level that prevents the Players from moving, I am able to create very intense moments where the Player must make split second decisions on how to best traverse the world.

When it came to the Art. I wanted to make sure that the Player and the enemies all had unique colors and basic shapes that would allow the Player to quickly recognize and distinguish the different enemy types from each other. The Sound and music really added to the game. I chose the Country soundtrack because it gave the game this "dance-y" feeling that was easy to get into the groove with. Getting into that "trance-like" mode is crucial for getting a high score.

 

ScreenShots

Get the Game

 

 

 

 

 

Download:

CrazyCritterCountry.exe

  Contact Information:

Jonathan Gregoire - Game Design
JonathanAGregoire@gmail.com

  Updates

July 2020

Started at Ready at Dawn as a Senior Level Designer on an unnanounced project.

 

March 2020

Last days at Naughty Dog working on The Last of Us Part II.

 

September 2019

Shipped the Last of Us Part II press demo level "Patrol".

 

May 2018

Started working at Naughty Dog as a Contract Single Player Level Layout Designer on The Last of Us Part II

 

December 2017

I started doing contract work for a start-up company called MyPad3D that focuses on VR experiences for corporate products.

 

More interestingly, I have begun to prototype my own card game on the side and have been volunteering with Sunbreak Games on an unannounced product.

 

July 2017

With a heavy heart, E-Line Media has shut down the Seattle studio, laying off everyone including myself. I am currently looking for new opportunities.

 

November 2016

Began working at E-Line Media again as a Level Designer on an unannounced and untitled game.

 

October 2016

Updating my website to reflect the work I did on the Forest Song with Colabee Studios. Unfortunately due to funding issues, I am no longer with them, so I am currently looking for new opportunities.

 

December 2015

Lots of new stuff since I last updated. Added in a short comic I made called Old Debts. Also have put up information about my role(s) on Never Alone and Never Alone: FoxTales.

 

January 2015

Promoted to Lead Designer on Never Alone: FoxTales at E-Line Media.

 

Summer 2014

Graduated Digipen as a BAGD and with a Cum Laude. Started working at E-Line Media as a Level Designer.

 

March 2014

Uploaded a new Beta build of Chained. Also just put up the old builds of the game for anyone interested in our very quick process and progress.

 

January 2014

I recently wrote a paper that was published for the IGDA about the benefit of Paper Prototyping. You can read it at this following link: http://newsletter.igda.org/2013/11/30/student-beat-faceoff-the-influences-of-board-games-on-video-games/#!

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© Jonathan Gregoire - Game Design