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xeophin's CarbonCopy

Being the somewhat awkward lovechild of two games from the Atari age, xeophin's CarbonCopy, a student project pits the player against crowds of hunters and hunted in a weirdly verbal world.

Being a semester project at the University of the Arts Zurich, we were tasked to create a 3D game that took elements from two older games from the Atari age. What games we chose was up to us.

Taking the element of pursuit from Keystone Kapers and the element of dodging objects from Jungle Hunt, the game uses some proto-AI to follow the player – or avoid him. Even with those simple mechanics, it is possible to create manifold levels with constantly new challenges. If there is one game I made that thought me the principle of theme and variation, then it was this.

The floating text is both used as a way to communicate the function of the objects to the user (as in "P" for "Player", "Wall" for – well, you guessed it already, the walls …) as well as poking fun at the game itself.

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Being the somewhat awkward lovechild of two games from the Atari age, *xeophin's CarbonCopy*, a student project pits the player against crowds of hunters and hunted in a weirdly verbal world.Being a semester project at the University of the Arts Zurich, we were tasked to create a 3D game that took elements from two older games from the Atari age. What games we chose was up to us.Taking the element of pursuit from *Keystone Kapers* and the element of dodging objects from *Jungle Hunt*, the game uses some proto-AI to follow the player – or avoid him. Even with those simple mechanics, it is possible to create manifold levels with constantly new challenges. If there is one game I made that thought me the principle of *theme and variation*, then it was this.The floating text is both used as a way to communicate the function of the objects to the user (as in "P" for "Player", "Wall" for – well, you guessed it already, the walls …) as well as poking fun at the game itself.


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