Game Development Team / Credits
Game Design/Animator
James Phang Chan Chow
Sound/Models
Michelle Lim
Lead Programmer
Phang Chan Chun
Programmer
Peng Zhansheng
Michael Tan
Special Thanks
Media Development Authority
Game Design/Animator
James Phang Chan Chow
Sound/Models
Michelle Lim
Lead Programmer
Phang Chan Chun
Programmer
Peng Zhansheng
Michael Tan
Special Thanks
Media Development Authority
The following is a video capture of the level 5-2 in Normal mode. This video shows off some of the skills the player will use in the game, especially the “summon armor” skill which summons an opposite colored copy of the player, in “block” form. The player is then able to alternate between control of the the two characters, for example doing “speed-ball” specials (Hurling the summoned copy at enemies while in block form), and creating temporary platforms.
This is a brief explanation of the various game modes players can expect to enjoy and unlock. Initially some basic modes are unlocked for play, with additional game modes are unlocked further into the game to extend lifespan and re-playability.
In addition, meeting certain conditions such as completing the game without taking any damage, or collecting a number of items in the stage, unlocks achievement tokens and counts towards the game’s “100% completion” tracking.
The game also tracks the “best times” for the various levels, so players can go back to replay the levels to achieve a faster time.
SINGLE PLAYER
Tutorial Mode – short levels to teach players the basic mechanics of the game as well as show them what endgame abilities they can look forward to. (Available from Start)
Quest Mode – An extended 30-level campaign where players gradually unlock the abilities and make use them to complete the stages. Also gives them hints on more advanced techniques. (Available from Start)
Quest Mode: New Game Plus – The original 30 levels are tweaked to be more difficult with additional obstacles which forces players use different solutions to overcome the levels. New tilesets are also used so the stages look quite different visually. Unlocked upon completing the normal Quest Mode.
Select Level - Players can replay any levels they have completed to gain 2 new achievements, i.e. taking no damage gives them a Perfect Level Complete token, and collecting the 5 gems scattered in the stage fives them the All Gems Collected token. All these tokens count towards the game’s Game Completion % which tracks the player’s progress in the game.
TWO PLAYER
Speed Run - 2 players compete in a series of levels to see who reaches the exit 1st. Only levels which have been unlocked in single player quest mode will be available for play here.
Crystal Hunter – 2 players compete in a series of levels to see who can collect all 5 gems scattered in the level and then reach the exit. Unlocked upon completion of Single Player Quest Mode.
Made-of-Glass – Players compete to reach the exit without taking any damage. Unlocked upon completion of Single Player Quest Mode.
ADDITIONAL UNLOCKS: the God Mode option for the “Life” setting in the options menu is unlocked upon completion of the Single Player quest mode. Using God Mode to complete levels will not earn the player any achievements or tokens. It is basically for players to run through the map to understand the obstacles they will encounter without having to worry about dying.
Crimson Blues. A unique puzzle platformer where your powers change depending on the color of your character and the color of the object you are interacting with. Players can phase through walls, attain enhanced speed and jump height, transform enemies into blocks, and even create an controlable doppleganger.
However, each ability comes with certain advantages and limitations. Players are encouraged to experiment with their various abilities to find their preferred every puzzle, though some are safer or faster than others.
Players can then return to past stages with new abilities to access previously unreachable areas. There is also an unlockable NEW GAME PLUS mode where the older levels have “evolved” to be even more difficult. In addition, there are 3 two-player modes to be unlocked for multiplayer splitscreen gameplay and achievement tracking for higher replayability
Well thats the marketing pitch anyway but here’s more detail without the wordcount limitation.
Basically in the World of Crimson Blues, everything is composed of 3 colors, Red, Blue and Neutral. Neutral is sorta standalone, boring terrain elements that allow limited interaction. Its with the red and blue elements in the world that you have the most fun with, hence the title.
Opposites generally repel each other, while like colors attract. This manifests itself in the various abilities the player gains over the course of the game:
Color-Shifting:
The player’s core ability, every other ability’s effectiveness hinges on this. By shifting into “Red” or “Blue” form, will interact differently with other objects in the world, depending on their relative color.
Picking up and throwing objects
Players will be able to pickup and throw colored blocks, using them as weapons or stacking platforms. Opposite colored blocks can be thrown further, but similar colored blocks can be thrown with more precision.
Movement.
Allows players to run faster and jump higher than normal as well as run up or jump against walls. Players can choose if they want to move at a faster, higher-risk fashion or move at a more cautious pace.
Attack
Allows players to stun enemies or turn them into blocks. Can also be used to change the color of objects and start chain explosions to destroy stage elements depending on their color.
Ghost Walk
Players will be able to phase through blocks that are the same color as they are, allowing them to go through walls, ceilings and floors.
Summon Armor Block.
The final ability; this allows a player to summon an opposite colored block from his armor. Player can swap locations with the block, useful for reaching otherwise unreachable areas.
Well that’s the basics of the abilities you learn and what you cando with them. I’ll follow up shortly on advanced techniques, how the game is structured, and also some videos of some playthroughs so you can see how the abilities can be used in different ways to tackle the different obstacles.
Crimson Blues is an action puzzle-platform where the player’s control over colors affects the way he interacts with the game world.
By shifting between red and blue modes, the player interacts different with the world and the objects within. Like colors, signify an affinity to the player character. For example the player will be able to run up walls, go through solid objects, and stun enemies longer or even force the enemy to change color. Opposite colors signify opposing elements. Running or jumping on opposite colored tiles propelling the player at faster speeds and greater heights, the ability to wall-jump, throw objects further, knocking back enemies backwards and even the ability to deal a finishing blow that turns enemies into blocks. Additional abilities include the ability to summon and control your armor as a helper, and even use your armor as a stepping stone or a weapon against the enemies within the world.
Game Description:
Basic Moveset: Jump, Run.
Advanced Moveset:
Change Color: Allows player to change to either “Red” form or Blue form
Shoulder Guards: Allows players to lift certain blocks. When lifting blocks of opposite color, the player can jump with the block and throw it further. Blocks of the same colour can be used as a battering ram.
Boots: Allows players to jump further and run faster on floors of the same colour. Allows players to hang on to Walls of the same colour and run up/up the wall. Allows players to walljump off walls of opposite colours.
Gloves: Allows players to deal a variety of status effects depending on the colour and the type of attack. I.e . knockback, prolonged stun, changing the enemy’s colour, and turnign the enemy into a block.
More info to follow….
The game features a full tutorial mode leading up to the single player game, as well as a 2 player competitive mode.
Screenshots to be uploaded soon!
Finally updated my demoreel. This includes all the animations that were previously on this page, as well as a short compiled clips of some games I worked on at the very end. Enjoy!
Animation Demo Reel December 2008
*You can jump to my Portfolio here
I love games. Not just playing them, but reading, watching and finding as much has I can about them. The X-factor that makes a game fun is never the same. Every game is a virtual world created to draw you in, bound by its own rules, with its own stories and drama (so what if its as simple as keeping the bouncing ball from getting past your paddle). But ultimately, I want to make my own games.
But in the mean time, I shall be part of the game making process. As an animator, the feeling of seeing your characters run around and moving as if it was born to belong in that virtual world he or she is in; it cannot be easily described.
This is my virtual scrapbook, a doorway into my world.
Check out the Animation and Models pages to see some of my in-game creations, from Monster Dungeon(TM) and Cyberversion(TM).
Enjoy your stay!
~ James “Zee” Phang . A.k.a. Zhanzhao
PS: I’ve just moved my site to wordpress, so I’m still working out the kinks and tidying the look. Look out for updates!
To be a good animator, one also needs to know as much as he can about other specializations, so that they can easily really their requirements to the modelers and riggers. Its not fun for everyone if the modeler completes his model, the rigger does their magic on it, but by the time the animator gets their hands on it they realize that its unusable (be it out-of-place topology or unsuitable rig setup).
And sometimes its fun to just pop your animations into a model you created yourself and know that its all done by you. “Don’t think of it as dirty work”. Treat it more like its crafting a whole masterpiece of your own, bit by bit.
In game models for Monster Dungeon – Wolf and Fox NPC

Toyland Stage in Monster Dungeon

Concept character for Cyberversion (Prototype)

Animation for games is quite different from the typical film animations. Everything has to be rendered in real time, and must work with every other component in the game. Meaning you are working within a very rigid environment where any mistake could break the game.
As such, game animators have to work very closely with the rest of the team to make sure that you know exactly what they want, and how they want it, and you work within these constraints, while providing the best work you can. Sometimes working with as little as 30 bones per skeleton on a 1000 polygon character, while aiming for film quality visuals.
The following is a portfolio in progress.
Darkness Sun (working title) – Prototype Game (2008)
In a time of myth and legend, the dark wizard rules the land with an iron fist. There is no law and order, only the tyrannous might of spell and sword. The only hope lies in a young witch girl, who fights to bring peace to the land with the aid of her twin mystical blades.
Clip to be uploaded when approved the producers
Work done: Rigging, animation for main characters (Witch girl, Wizard and Colossus); Conceptualization of spell animations
CYBERVERSION – Prototype Game (2008)
Police and thief in a virtual city. Play as the terrorist, mingle among the public undetected and carry out your insidious plans, or play as the law enforcers, looking out for suspicious behavior to spot enemy players and take them down before they carry out their plans.
Work done: Rigging, animation and mocap cleanup for all character; collaboration in level design; collaboration in gameplay design
MONSTER DUNGEON – School Project (2007)
A action/puzzle game where you control a sheep using various gadgets and traps as well as environmental, either individually or in combination, to clear the map of enemies while avoiding capture.
Work done: 3D Art Asset creation ; modelling, texturing, rigging and animation for all character and props; modelling and texturing for most terrain assets; level design; collaboration in gameplay design; collaboration in UI design.
Polygon count: 700-800 per character