Requiem is a game about Mozart.
You fly a spaceship.
Project Roles: Creative Director, Programmer, Audio Engineer
Requiem is a widescreen 3D Vertical shooter or Sh’mup based upon “Requiem”, Wolfgang Mozart’s last mass. The player plays as a retired military inventor commissioned to destroy the weapons he had spent his life creating. The narrative is based upon aspects of “Requiem” the mass as well as aspects of Wolfgang Mozart’s life. Each level in the game is based upon a different song from “Requiem”, and the events, attacks, flybys, etc. of the AI is all timed to the music.
Requiem uses the well developed practices of the shmup genre and makes this gameplay accessible beyond the hardcore audience. Since Mozart’s music brings in a wider audience, Requiem is built with five separate difficulty modes to allow beginners to play the whole game while still challenging the most hardened shmup vets. In addition, friends can play with one another in co-operative mode, working together to progress.
Requiem, unlike other shmups, implements a checkpoint and respawn system. One of the faults of shmups is the tendency to force players to continue the game from where they lost. Since shmups get progressively more and more difficult, this brings a player who has lost in a challenging section to an even more challenging section, often leading to frustration. Requiem brings the player back to a checkpoint when the ship is destroyed. This gives the player a moment to gather their thoughts and attempt the section again. If the player continues to lose, they will eventually be forced to the beginning of the Act (a series of levels). In a normal shmup, a player would frequently put the controller down at this point. But, in Requiem, destroying enemies earns you ducets. These ducets are used to upgrade your ship.
By using ducets players can upgrade over 30 aspects of their ship. This includes everything from homing rockets, flamethrower size, targeting radius, cannon number, movement speed, and just about any stat that could be tweaked on the ship. With the increased power, players are inspired to go back to the level and try again, frequently progressing much further than they had before. This loop removes player frustration and inspires players to keep at it as they are always either improving their own skills or the power of their ship. When the player does finally reach the end of the game, they have gained enough power to start tackling the next difficulty, extending their play experience.
Requiem was developed by a team of 10 members including myself. I served the roles of Creative Director, Programmer, and Audio Engineer. My tasks included:
-Programming the game
-Building functions and pipelines for other team members
-Discussing with team members and making final decisions (including design, narrative, and presentation choices)
-Integrating and Creating sound effects
-Managing the creative vision of Requiem
-Scripting Boss level sequences
-Designing the game mechanics and systems
-Giving feedback and instruction to level designers on their level patterns
My team members for Requiem were:
Artist – Dan Hart
Requiem was developed in the Unity Engine
Autodesk Maya and Adobe Photoshop were used to create the visual assets.
Music was composed by Wolfgang Amadeus Mozart and others
Audio is created in Audacity
Documentation done with Microsoft Office
Project management organized through unfuddle