HALF 'N' HALF GAME DEVELOPMENT TEAM
We are the Half 'n' Half Studios responsible for the sci-fi horror game Astromus. Born out of Depaul Capstone 2016, our goal was to develop a unique twist to the popular sci-fi genre. Here are the team members involved culminating in a total of 12 members.
Producer, Game Designer, and QA Analyst Kenji Masehi was Co-Producer and Game Designer for this game. He ensured Astromus met High Quality standards and consistently tested the game to be playable and Fun. He also assisted in QA by formulating research and survey questions to gain crucial data that helped formulate concrete Gameplay and Design.
Go to linkProducer, Programmer, Prop Artist, Lighting Artist Hector was Co-Producer for this project as well as a crucial programmer. His Technical leadership led the team through harsh times by ensuring Astromus ran efficiently, was playable, and was up to high standards. He also assisted art by creating 3D Models and spending a lot of time working on lighting.
Go to linkEnvironment Artist, Character Artist, FX Artist, Animator Sahir was an integral Part of the Astromus development team. As our prime artist, Sahir managed to pump out high quality models in a short amount of time allowing us to quickly implement his assets into the game. His commitment to making life-like assets helped sell Astromus as a realistic and terrfying sci-fi horror experience.
Go to linkProgrammer Our resident system programmer, David was able to rapidly implement design mechanics into Astromus. He was on point with anything that was required on programming tasks and was quick to solve problems. He also led our team ensuring our Perforce server worked smoothly and taught many of our members who were still new to the version control program.
Programmer Huy assisted the development process by implementing foundational systems. He formulated the Alien AI behavior as well as create our UI interface and ending sequence.
Game Designer and QA Analyst Nick was a game designer who specifically focused on player experience. He was integral at creating scary moments and gave valuable input on how the world of Astromus should be. Nick also tested multiple people to gain valuable data that influenced design.
Go to linkSound Designer A superstar sound designer, Jack was able to envelop Astromus with countless sound assets. He was able to quickly create and iterate sound assets to ensure they fit with the Sci-fi horror theme.
Go to linkSound Designer John a Allstar sound designer, he primarily focused on creating the music for Astromus. He made various soundtracks that we were able to select which worked best for the game. He also assisted in developing other sound assets.
Go to linkAnimator Stephan Collera was an animator who tremendously helped our art team with creating animation cycles for our alien. He made multiple realistic and creepy animation cycles which made our alien truly terrifying.
Graphic Artist Madalina was our Graphic Artist which helped game and level design. She created the infographic images placed around the level which taught player how to use gameplay mechanics and in-world traps.
Voice Actor Maxwell Newsom was a voice actor for the game. He was specifically tasked with recording the Alien sounds which included screams, shrieks, and growls. Along with the creepy alien model, Maxwell sounds sold to players how terrifying the can be.
Voice Actor Laura lent her voice talents to Astromus. She focused on creating human female sound assets that lent a sense of realism to the game. She truly helped sell the emotions one should feel when trapped in this derelict ship with a monstrous alien.