S L E D G E

A Vertical Slice made for UCSC's Game Design Studio course

SLEDGE ShortPlay Video.mp4

What is SLEDGE?

SLEDGE is a first-person action platformer where you take an explosive sledgehammer to the skies to pulverize the machines that killed the gods and usurped the heavens. Use your parkour skills and hammer-swinging expertise to traverse ruined divine landscapes and defeat autonomous adversaries as fast as you possibly can.

Play Our Game!

Download our windows build here! Simply unzip our project folder and run the SLEDGE.exe executable.

Prototyping SLEDGE

Early Build Experiments

Gameplay Trials

Asset Archives

External Constraints

Accessibility

Localization

We fully support English and Japanese languages in our game. 

Localization settings are readily accessible in our main menu and allow the player to play the game in either language, as all UI text is seamlessly translated.


Game Format

Our game is an offline digital experience, meaning it satisfies the following requirements:

Our Team + Their Contributions

Anthony Mollé: Our Game Director, the lead organizer with the vision and designing/engineering the core player mechanics of our game, including our polished movement, combat, and levels

Dominic Fanaris: Producer and Technical Designer in charge of guiding meetings, taking notes, and helping out with implementation of enemies, UI, and more.

Evan Pompa: Gameplay Engineer and Level Designer working in close collaboration with our director on levels, movement, and combat.

Jonah Ryan: Technical Designer responsible for our UI, Enemy, and sound implementation.

Joshua Vaillancourt: SFX Engineer producing and implementing the various sound effects in our game.

Kat Pe Benito: Concept Artist + Localization Engineer, producing weapon concepts, implementing our localization system, and adding Japanese language support to our game in the form of translations.

Mike McInnes: Environment Artist, creating concepts for our world and regions, and producing the 3D models and textures that decorate our levels.

Attie Sit: 3D Artist, responsible for modeling and texturing our player weapon, enemies, and more.

Kaelen Cook: Concept Artist + Animator, creating concepts for the enemies we faced and animations for the player's attacks.

Enrico Widodo: Composer responsible for creating the two soundtracks + variants present in the game.