About Brian Mayberry (twitter: @SteamburgerStud)

Created in the summer of 2013 by long-time IT and Game Industry veterans, Steamburger Studios provides top quality games for Mobile and Desktop platforms. Steamburgers' first project, Cannon Ballers, is now available to play online on Android and Windows Phone 8 devices! iOS edition is coming soon!

Entries

 
Ludum Dare 37
 
Ludum Dare 35
 
Ludum Dare 31
 
Ludum Dare 28

Brian Mayberry's Trophies

Brian Mayberry's Archive

The Coldest Cabin, a Postmortem.

Posted by (twitter: @SteamburgerStud)
Thursday, December 22nd, 2016 1:02 pm
Game Description
In The Coldest Cabin you play a hunter trapped in his cabin by an incoming snow storm; if you leave, the bitter cold will wear you down in just a few minutes. If you stay in, you will soon run out of food and collapse dead from starvation. There’s cans of food out in the woods… but this storm brings with it supernatural enemies. As soon as you use the radio, the timer starts for helicopter rescue, if you survive you “win” (fade to white). You’re free to be stubborn and not call for help, but you will die eventually (fade to black).
What went wrong
I spent so long working on the core mechanics and art stuffs, that I didn’t have any time to play test the game well. Didn’t even consider making the game a shooter with enemies until well into day 2, so they were extremely rushed, with most of my time spent animating the shotgun! (made with probuilder objects.) I don’t know if the timers are fair, unfair, but the feedback on that seems mostly okay. The food is hidden too well, I’m afraid, and it’s not clear enough that you can “use” the radio to call for a helicopter rescue, in my opinion. The win condition doesn’t have text, and the death screen doesn’t automatically prompt with a restart button, all things I just ran out of time for. Comments state that the restart button I added in the final minutes of the 48th hour breaks things… Should have spent a bit more time on overall user experience well before submission hour. XD
WebGL build was a complete failure and a waste of precious time.

What went right
I’m really happy with how the shotgun feels; all that snow spraying around and the camera shake feels nice and juicy to me. The LUT material I came up with for the color correction camera shader; it adds so much detail that really isn’t there, simply by being lower res than a standard LUT. Amazing. Unity 5.5 particles are so nice to work with, look at all that noise!
Considering how I decided that my game needs enemies well over halfway into the jam, I’m quite happy with how they turned out. I do wish I had time to make them hear the player and react to the shotgun sounds.
I used the Playmaker and Behavior Designer for the entire game logic, which I had been learning bits of for another project. This was an excellent full-project run down for me, and I learned a great deal, which is what LDJAM is all about, right?

Other thoughts
I’m currently hacking in a multiplayer mode, which I hope to have up in a few days for extra bonus fun with friends.
As always with LDJAM, I learned something new, had a great time, and feel like I can pat myself on the back for a job well done. Thanks, and I hope you enjoy playing The Coldest Cabin!

> Play The Coldest Cabin <

 

Postmortem – IT Ninja

Posted by (twitter: @SteamburgerStud)
Thursday, April 28th, 2016 10:53 pm

> Play IT Ninja, Now! <

IT Ninja was the smoothest ride I’ve ever had on LDJAM! Within moments of the theme announcement, the idea for a simple ninja stealth game just popped into my brain. The idea was to have the player complete a set of easy tasks while navigating a maze filled with sentinels, hide in plain sight by transforming into random objects, and go 100% undetected or fail the stage. By the end Friday night I had settled on a top-down view with click to move NavMeshAgents; Unity has a great tutorial set on this, so I used that as the basis of my player and AI. The vast majority of the game was made Saturday, with some cleanup and packaging on Sunday. I honestly don’t know how I settled in on a modern office as the backdrop, but it works well and it’s really easy to make props! Fun fact, the file cabinets, walls, and flooring are just unity Cubes and Planes stretched and squashed into position.

In my first LDJAM (28), sound was a crucial element, and it was perhaps where most of my time was spent during the polishing phase. I knew that the scope of this project would too large, so I elected to use more time working on lights, VFX, and Camera Shakes instead. I think this paid off in the end, as these elements add so much to the look and feel overall.

 

Diegetic UI:I really wanted my entire UI to be Diegetic (visualized spatiality as part of the game world ala Deadspace), but I simply ran out of time to do it 100%. You can see that the Level number, tutorial text, and the computer hacking elements along with the Exit signs are all Diegetic. However, the pause menu and next level screens are not. I’m especially proud of the computer screens, which use a simple UI slider, hovering just enough out in front.

UIstuff

 

Physics and randomness plays a small part in this game, and based on the feedback this needs to be cranked up to 11 for the humor factor alone. Local feedback shows that players love it when the AI pushes you around and interacts with your transformation, perhaps one day the AI will “use” you, such as pouring a glass of water from the water cooler. Updated version will also have more ambient objects that can be kicked around and manipulated just for grins.

 

My biggest regret for this Jam was not having more levels. It wasn’t until after Level 1 was made that I found just how poorly I designed the main game state logic. Everything was joined up at the hip by hand, rather than with a graceful state manager. It was going to take too long to redesign, so Level 2 was just as messy and I stopped while I was ahead to polish it up. I’ve since gone back in and made the beginnings of a game state machine, which will simply look for a set of conditions, rather than force-feeding it into multiple scripts and UI buttons. Hopefully the game manager will be completely modular, so that all a level designer has to do is drop it in as a prefab as they make new levels. Reception and feedback has been beyond my wildest dreams; a shameless self-plug on R/Low_Poly yielded an astonishing amount of votes and comments. The notes left here have been overwhelmingly positive and constructive, enough so that I’ll be making this a fleshed out full title under the Steamburger banner!

 

Thank you for playing, thank you for voting, and thank you for your creations! Can’t wait till next time!

 

> Play IT Ninja, Now! <

That’s a Wrap

Posted by (twitter: @SteamburgerStud)
Sunday, April 17th, 2016 3:18 pm

Just finished uploading and submitting IT Ninja for LD 35. As soon as I saw the theme, the entire game majestically appeared in the minds eye, and it was only a matter of making it so. Hope everyone enjoys playing as much as I enjoyed making it!

Somehow, something got made!

Posted by (twitter: @SteamburgerStud)
Sunday, December 7th, 2014 7:36 pm

On Friday I grabbed my notebook, sat down on the couch with the 5 year-old and quized, “Daddy’s making a game. What should it be?” To which she instantly replied, “People making houses in the forest?!”

In honor of that humble wish, I present a 2D Physics Playscape set in a forest!

2DPhyiscsPlayscape_21

Is it ground-breaking? No. Does it twist the theme to the limits of acceptability? No. Is it even a game? I don’t know. Did I learn a whole lot about the new Unity 4.6 UI, 2D Physics, and making of proper Gameobject lists? Hell yeah! 😀

Can’t wait to start playing all the games made this time. The theme was quite good, and should prove to spawn some really creative games. Good luck to you all during the voting, and have this Internet fist-bump for making it through another LD48!

COMPO IN!

Posted by (twitter: @SteamburgerStud)
Friday, December 5th, 2014 6:44 pm

Holiday time means Ludum Dare time for ol’ Brian at Steamburger Studios. After having such an amazing go at LD28, there’s no way I could resist doing it again this year!

This year I’ve been working knee-deep on a fully 3D FPS in unity, so I’m pretty sure I want to go 2D for the Dare.

 

With that in mind I’m probably gonna stick with the basics of:

Unity 4.6 + Adobe CC + SFXR + FL Studio 11

 

I’ll try not depress everyone with the mood of my entry again this year. Ho ho ho… ☃

What’s to get, anyway?

Posted by (twitter: @SteamburgerStud)
Monday, January 6th, 2014 12:16 pm

So the Ludum Dare compo I created was less of a game, and more like an experiment in existentialism.

The setup is simple: It’s starting to rain, and you have a single-use umbrella (you have to hold a key to keep it open). There’s a pedestal with a single red rose off to the side, and then after some walking, a lone grave. The “object” of the game is simple, collect the rose, and place it at the grave. If you get too wet, the game ends… and that’s it!

Half the comments praised my art direction, and questioned the core gameplay (and they’re right, there’s not much to ‘do’). The other half spoke about how hard I hit the theme and mood, inviting them to actually think/feel inwardly. I find it interesting how evenly split the group was, truly a case of you get it, or not.

And in all honesty, I didn’t set out to make this kind of game at first. My initial design was going to be a 2D side-runner where you age over time, ending at your own gravestone (You only get one life to live). I built the final scene first, and somewhere along the way I realized I didn’t have time to art all of that and do it right. Then I turned on collision for the rain I had made, and became quite inspired when I discovered I could have the player interact with it. It all kind of sprang out from there, and A Rose in the Rain was born.

Whether you ‘get it’ or wonder ‘what’s to get, anyway?’ thanks for taking a look and sharing your thoughts! My personal highlight was when GeorgeBroussard commented on my entry; Duke Nukem 3D was singularly responsible for getting me interested in video game development back in middle/high school (so lets have us a NERDFREAKOUT!!1). This was my very first Ludum Dare, and it went infinitely better than I could have ever dreamed. Thanks for playing, and most of all, thanks for creating!

Whew! Finally Done!

Posted by (twitter: @SteamburgerStud)
Sunday, December 15th, 2013 10:56 am

What a rush! This was my first LD48, and I was pretty sure I was doing the JAM… but as the weekend came up, I became more and more emboldened! So I worked my ass off alone to be done in 48 hours, beat the deadline by 8 hours, and submitted my game to the compo proper!

First time I used the new 2D tools in Unity. (Thank you google!)

First time I ever made 2D graphics for a 2D game.

First time I tried to make a game in the style of all those experience-games that have always inspired me.

I hope this can make someone …feel… something other than irritated.

Best of luck to everyone still working in the final hours!

A Rose in the Rain

http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=29355

Steamburger is IN!

Posted by (twitter: @SteamburgerStud)
Friday, December 13th, 2013 5:35 pm

This is my first Ludum Dare after years of looking in from the outside.

Working alone, while representing Steamburger Studios.

  • Engine: Unity
  • Art: Photoshop / 3Ds Max
  • Sounds: SFXR / Audacity
  • Music:  CC /FL Studio

Follow along on Twitter @SteamburgerStud or the feed over at my studio site: www.steamburgerstudios.com

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