A downloadable game

Released August 2021 on Steam via Secret Mode

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Originally released by Gremlin Graphics in 1992 on the Amiga to critical acclaim, iconic gaming mascot Zool returns in Zool Redimensioned!

This brand-new reimagining of the classic action platforming adventure has been rebuilt from the ground up for modern audiences. Help Zool jump, spin and shoot his way across eight alien worlds, taking down menacing bosses and saving the universe from the nefarious influence of Krool.

Zool’s old school platforming action will challenge the most hardcore gamers, with modern enhancements that bring the game into the 21st century. Beat your speed run times, discover secrets hidden across every level, or go back in time and play the original classic game. Re-live the legend of the ninja that started it all!

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Personal Thoughts:

I led the development of Zool Redimensioned from the initial concept and prototype phases in 2020 through to it's release in Summer 2021 via Secret Mode.

Because we were creating our own framework for the game from scratch in C++, I was responsible implementing several core systems of the game engine (gameobject hierarchy, collision detection using a spatial hash + support for external level editor tools such as TILED). I also created the base classes for enemies and bosses that allowed other interns at the academy to develop their own enemies and bosses.

As far as gameplay goes, I was in charge of character movement and controls and I took this quite seriously, I looked to Super Mario World, Sonic Mania and Celeste for inspiration and tried to modernize the gameplay of Zool as much as I could while still staying true to the original. Overall, I'm happy with the outcome. The game had a small but dedicated speedrunning community and they managed to do some quite impressive things with the movement of the game.

The development of Zool Redimensioned marked my first commercial release and although I've gone on to work on much higher budget and more advanced projects, I'm still very proud that I saw it all the way through from prototype to release.

Another cohort of interns at Sumo Digital Academy later ported the game to Playstation and added a multiplayer mode and while I had little to no involvement with this process beyond meeting the interns a few times it is fantastic to know that my work was still being used to help others entering the games industry.

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Credited as Lead Programmer & Game Designer


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