ColorBound is a game prototype that was created over the course of a 10-week quarter at RIT for a class called Fundamentals of Game Design and Development. Each student pitched a game concept to the class, and my concept for ColorBound was one of only two games to get green-lighted. This project was team-based and my role on the team was team lead. My role involved pitching the game concept to the class and managing a programming team to finish implementing the prototype.

In ColorBound, players control a ball that can run, jump, bounce and launch itself around the game world. The unique mechanic that sets ColorBound apart is that player can control the color of the world. Many of the objects in the world are colored according to one of the three primary colors. The player controls a color wheel, which can be rotated at any time to match different on-screen platforms. If the player matches the color of the wheel to the color of a platform, they will be able to stand on the platform, but if a platform’s color doesn’t match the color wheel, the player will pass through the platform. This constant color swapping introduces some new potential to platforming-style gameplay.

This was one of the first game prototypes that I made at RIT, so some of the technical challenges were things that I was encountering for the first time. This game was really the first time that I got to get my hands on all the different elements of game programming. I implemented a variety of features including game logic, HUD and menu programming, and some of my own ball-bouncing physics.