Get It Together
⊹ ࣪.⋆~⊹₊⋆⁺₊⋆ ☾⋆⁺₊⋆✩࿐
by
Esteban Romero, Lucas Chan, Prince Wang, Mars So
For Studio II
Get It Together is a party combat game where your goal is to push your opponents into the walls of the brain until only one emotion remains. It’s a chaotic fight where the real question isn’t who wins — it’s who you become.
Interview:
✧ In one or two sentences, describe the main themes present in your game.
This is a combat-party game where the internal struggle to make decisions in moments of high-stakes is represented through a chaotic and often destructive fight of emotions
✧ What was the inspiration of the game? What made your team decide to make this game specifically?
We were drawn to the idea of a party game that mixes a dramatic narrative with chaotic combat. Inspired by Inside Out, we wanted to make an experience that recreates those moments of inner emotional conflict, but in a fun and competitive setting with your friends.
✧ What were some of your most memorable moments from making this game? What did you learn from those moments?
We had long planning meetings in a small windowless room that were both incredibly funny and also really tiring. Since this game has multiplayer combat at its core, the main goal during development and production ended up becoming about finding the fun. The only way to get there was through experimenting with ideas and play testing! Many ideas were made, tested, and scrapped during the process, but the end result is a serendipitous combination of everything that we learned.
✧ Talk about your teammates! What was everyone's role?
Lucas Chan – Main systems and combat designer. He built our custom physics engine, character controller, and various mechanics. He was also involved in visual design and created the beautiful main menu.
Mars So – Producer of the project and narrative designer. She was in charge of brainstorming and implementing characters, ideas, and scenarios for our narrative.
Prince Wang – Art director, 3D artist, and animator. He created the concept art for the characters, modeled them, and animated them. He also helped with the visual design of the level and UI.
Esteban Romero – Tech artist and programmer. He designed some of the lighting, shaders, and the VFX that provide feedback. He also helped with the programming of the combat loop and systems design.
Special thanks to people who helped out!
- Ethan Troxell (soundtrack & play testing).
- Andres Ortiz (sound design).
- Matthew Lamm (game design & play testing).
@studio_dibidibity