Squire Official Cover

Squire

🏢 Jay Yabsley 📅 06 Apr 2015

🎬 Deep Vision & Technical Analysis

🌆 Atmosphere & Visual Direction

Authentic vintage visual direction representing landmark era aesthetic standards.

⚡ Action Pacing & Physics Engine

Systemic interaction and engaging pacing designed for historical immersion.

🎯 Performance & Launch Trajectory

An essential milestone preserved in masterclass gaming archival standard.

Game Overview & History

Official HD Capture: Squire - Game Overview & History
📸 Official HD Capture: Squire - Game Overview & History

Welcome to Squire, a game developed in 12 weeks by 5 students as part of a Game Studio course at Qantm SAE Creative Institute.

Gameplay Mechanics & Systems

Story
You play as Podrick, a loyal squire to the handsomely idiotic knight Derrick. Derrick navigates the levels but is easily distracted by reflections of himself and can easily overlook obstacles. It has become your job to assist Derrick by helping him through the level, although he never does notice!

With the help of your trusty backpack you push buttons, pull levers and throw things just to make sure he doesn’t get himself killed.

Development
The game was developed in Unity3D (4.5.2f) and programming in C#.

The final result earned our cohort a High Distinction for the work provided.

If you would like an overview of the final design document please
click here

Members Involved
J’Jay Yabsley – Project Manager/Gameplay Programmer

Joel Van De Vosternboch – Lead Programmer

Luke Kaalim – Lead Designer/Technical

Isabella Ruiz – Level Designer/Artist

Ari Ten – Lead Artist