![](http://philriley.info/wp-content/uploads/2012/01/Korium_Title_Shot.jpg)
Game: |
Korium |
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Engine: |
Torque 2D |
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Production Time: |
Over 600 hours over 8 weeks |
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Play Time: |
15-30 minutes |
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Team Size: |
6 |
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Production Role: |
Producer |
Overview
Korium was a six person team game produced over eight weeks using the Torque X 2D engine. Built as a side-scroller, the game features traditional platforming mechanics and puzzle solving elements.
![Click an image to view the uncompressed version](http://philriley.info/wp-content/uploads/2012/01/Korium_SS01.jpg)
The game featured a comical hero named Boris, wearing a bright yellow hazmat suit. Players guide Boris through the remains of a post-meltdown nuclear reactor, avoiding environmental hazards and mutated co-workers. On-screen tutorials provide context specific help to players learning the controls.
![Click an image to view the uncompressed version](http://philriley.info/wp-content/uploads/2012/01/Korium_SS02.jpg)
As producer on Korium, I kept the team on task and resolved issues. I ensured that delivery milestones were met, and that high standards of quality were met. Additionally, I tested the installer and daily builds for bugs and edited the final version of the documentation.
Technical Aspect
The Torque engine supports 2D games easily, and provided a strong framework for creating Korium. The team used this flexibility to create environmental puzzles solved by pushing crates, activating moving platforms, and avoiding lethal encounters with mutated creatures.
![Click an image to view the uncompressed version](http://philriley.info/wp-content/uploads/2012/01/Korium_SS03.jpg)
The team leveraged the technology and applied it in unique ways. In the shot below, the team reverse engineered the tutorial pop-up code to create a hidden passage in the first level of the game. Observant players explore the passage in the wall and are rewarded with a hidden ladder to the exit.
![Click an image to view the uncompressed version](http://philriley.info/wp-content/uploads/2012/01/Korium_SS04.jpg)
Artistic Aspect
The game uses a bright color palette, enhancing the comical feel. Enemies appear in more saturated tones, making them easy to spot on screen. In the shot below, Boris pushes a crate onto a mutated worker, crushing and killing it.
![Click an image to view the uncompressed version](http://philriley.info/wp-content/uploads/2012/01/Korium_SS05.jpg)
Additional Game Play Screenshots
![Click an image to view the uncompressed version](http://philriley.info/wp-content/uploads/2012/01/Korium_SS06.jpg)
![Click an image to view the uncompressed version](http://philriley.info/wp-content/uploads/2012/01/Korium_SS07.jpg)
![Click an image to view the uncompressed version](http://philriley.info/wp-content/uploads/2012/01/Korium_SS08.jpg)
Team Monocled Dragon is
Assistant Producer/Level Designer | Philip Riley | |||
Level Designer | Jamie Giannini | |||
Level Designer | Grace Blessey | |||
Character Artist | David DeCoster | |||
Environmental Artist | Travis Everett | |||
Programmer | Eliot Peng |
Download Korium Documentation
Game Design Document |
Download Korium
![](http://philriley.info/wp-content/uploads/2012/01/download_icon.png)