How to innovate MMORPGs in 1 easy step, from the lead designer of Warhammer Online
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Cloud combines an experimental game mechanic with a moody, surreal environment. The player is Yun, a "cloud boy," who can soar through the sky gathering and shaping the clouds. Clouds are dark or light, and as Yun makes his way, he must purify the dark clouds he finds by surrounding them with light clouds.
Through out the game, the player, as Yun, learns how to navigate the world, how to collect clouds and create shapes out of them, how to use clouds to create various types of weather patterns and eventually how to confront and defeat the dark clouds that have invaded the sky.
Cloud uses particle simulation to simulate a puffy, fluid feel for its cloud world. Using attraction and repulsing force, the clouds in the game are like digital clay. The intention of the project is to create an emotional game experience that resonates with players' youthful memories and fantasies about playing in the clouds.
The Cloud crew is a cross-disciplinary team from the School of Cinematic Arts' Interactive Media Division and the School of Engineering.
Project type:
Game Lab Research Project
Funding:
Game Innovation Grant, Spring 2005
Team:
Jenova Chen, John DeWeese, Vincent Diamante, Erin Dinehart, Aaron Meyers, Erik Nelson, Kellee Santiago, Glenn Song
Advisor(s):
Tracy Fullerton
Website:
http://interactive.usc.edu/projects/cloud/