Tranzfuser Project Description
Our project was a digital board game for PC, inspired by eighties slasher movies. The game tasked 1-3 players with navigating a board to collect fuel for their vehicle to escape the forest. However, one player is the killer. Their job is to eliminate the survivors before they can escape. The game offers a wide cast of characters, each with unique backstory, abilities, and passives.
If you could turn the clock back, would you do anything differently?
One of the early challenges we faced was getting development running smoothly. The prototype slice we had created demonstrated our ambitious, but we soon found out we could not scale it to match. This forced us to abandon it and redo almost the entire game.
In hindsight, we should have made that decision earlier, giving us more time to polish and implement new features. Despite our small team we had ambitions that required each members to give it their all.
To prevent burnout we could have better planned for absences and future plans, then matched our roadmap accordingly.
What made you want to take part in the competition?
La Bête was originally a final year university project, during the final few weeks our lecturer had suggested we look into the competition. We were very interested in what the programme had to offer, especially potentially having our game showcased at one of the largest gaming events in the UK.
As well as the opportunity to pitch our game to the UK Games Fund. The experience and knowledge on offer was invaluable in kickstarting a future career in the games industry.
Why should the up-and-coming game dev talent of tomorrow apply to Tranzfuser?
We were sceptical of chances and hesitant to apply, but to our complete surprise were accepted. Tranzfuser is an incredible opportunity, where we befriended many aspiring game developers and had the opportunity to showcase our passion project and present it to the UK Games Fund.
What benefits did Tranzfuser bring to your game dev career?
Tranzfuser has exposed us to the challenges faced by developers when preparing and showcasing a project to the general public. As well as providing an unforgettable experience that many who work in the games industry only dream of. Personally, it has highlighted weakness that need developing that should help us prepare and secure future work opportunities.