Repository navigation
3D Objects Full Prototype
Submit your game on this page using the following template (copy the version on the edit page to maintain formatting):
Team: Jane Doe, John Doe, Jennifer Doe
Lorem ipsum.
- Mac build (ideal): http://provide.a/link/to/your/mac/build
- Windows build: http://provide.a/link/to/your/windows/build
- WebGL build: http://provide.a/link/to/your/webgl/build
By: Alexander Kozina
In Miracle of Life, the tank that the player controls ages overtime. Upon reaching 21 years of age, the tank becomes sexually mature, and can emit a new tank by fully charging its shot and shooting out an egg, which hatches into a baby tank. If the tank chooses not to reproduce, it will gradually become slower, and attain a rust-like color, until it dies at age 100. However, if it produces a baby, the baby will take over in it's place, and the elder tank will automatically shoot missiles in the direction of the current opposing tank repeatedly, in an act of defense towards its new infant. Each new infant tank will have it's various attributes (the size of its chassis, wheels, turret, the hue of its skin color, the sound it makes when shooting missiles, etc.) changed overtime, meaning that after several generations, the tank that the player will be controlling will likely be barely recognizable next to the tank the player started the game with. All the while this is happening, the passage of time manifests itself in other ways on the battlefield: the palm trees seed the ground, grow, and die in increasing numbers, the sun rises and sets, and rocks and human dwellings around the tanks are gradually swallowed by the sand.
- Mac build: https://drive.google.com/file/d/1ZlVC1Xo1tgAsYKTtD7obsizpR0AyfX75/view?usp=sharing
- Windows build: https://drive.google.com/file/d/15h7yL4metJzvMJZFm-e8WJJoEkV9_DRz/view?usp=sharing
By: Steven Sych
Screenshot: https://drive.google.com/file/d/1wrBykLa94xQGcJ_8SVU2BbvP7I5qmsOG/view?usp=sharing
You begin as a young shell child who wakes up late. Your non-gendered parent is in the kitchen, your little brother is on the couch, already gaming. You join him (click on him) but you realize that his skills far surpass yours. Your advantage lies in the fact that you’re bigger, stronger, and more of a jerk. As the game goes on you can choose to cheat by hitting your brother (click him during the game) and interrupting his controls. But if you do it too much, he might just (himself) explode, transitioning you to a nighttime scene where your brother hides 'neath the table ashamed, the living room in disarray from his temper tantrum. I am now thinking of this project as a kind of menu for the tanks game: in the morning you ‘start game’ by clicking on your little brother (or you simply watch him play if you choose); during the game you can rely on your non-diegetic advantages to win the game; after the game you can either find your brother under the table (pull up the table cloth by clicking!) and click on him to play again, or you can click on your bed and reset the whole scene to the morning.
Note: models of shell family, house, table are all mine; music is also my own creation; household objects and exterior buildings are from the asset store.
Note: I couldn’t get the actual TANKS! Controls working during the game, so the scene plays out with AI for the moment.
By: Rebecca Goodine
It's almost lunchtime but you're having too much fun playing with your toys and asked your mum for "just a few more minutes."
Use arrow keys to move, hold space to play.
Mac build playable here
Team: Patrick Vasile

(Maybe I took this too deep, maybe I hit it spot on, maybe I just made a worthless game). <--- Makers Complex
Makers Complex, is a story about the inner dialogue of anyone who makes anything. Paintings, Films, Games, Graphics. Whatever is may be, Makers Complex attempts to fill that dialogue, one may have. I took to making this game as a personal work. In which my feelings could be left in the work. In making the game, I really wanted to play on the aspect of making different environments, classrooms and hallways to be more specific. I also wanted for the story to relate to the environment. Being 21, and spending nearly my entire life in a school, and having inner frustrations about the content that I create. I wanted to make a game that spoke to that inner frustration. The frustration of not being good enough and lacking any thought provoking work. As well as replicating the cycle of being a student. The roaming of the halls, and the walking into classrooms, are the ways that I wanted to replicate the cycle.
The sound and colours of the game are stripped out to emphasize on that notion of being boring. Also allowing for the player to focus on what is in front of them. The lack of sounds is deafening, and allows for the player to possibly think and maybe connect with the story, without getting distracted with upbeat music, or the rustling and growling of an engine.
(Maybe I took this too deep, maybe I hit it spot on, maybe I just made a worthless game). <--- Makers Complex
Controls
Use the arrow keys to navigate Use the E key to go through doors (you are not able to pass through ALL doors, their will be an on screen prompt that says E to Enter)
Team: Sam Bourgault

This prototype exhibits a first-person perspective of a discussion between four creatures composed of different tanks' parts. One of them leads the conversation, talking about identity, real and virtual. Here the 3D objects speak up about their situation. This game is for them to express themselves, not for the player. The player is part of the discussion, certainly, but does s/he really have autonomy in this world praising freedom?
Controls
WASD and SPACE when you are done reading a bit of dialogue.
-Mac Build: https://drive.google.com/drive/folders/1y9aBxyQzMumJD-rJjxj6prV3CXtffRtw?usp=sharing
Team: Roberto Gutierrez

Stuck in a bizarre world where up is down and left is also. Navigate through the faces of this are and environments by traveling through the strange portals. Look around in first person or third (Press Q to Switch) and Find a way out of your memories. Current build only has one working portal and lacks textures. For final build these issues should be Ironed out.
- Mac build (ideal): https://drive.google.com/open?id=1vDptsacFw9wkV6kMcksJp1Yp6Wx8jGhS
- Windows build: https://drive.google.com/drive/folders/1MUtXxFxeCsKGvsfWfKCsD_Og1mDnzmFy?usp=sharing
By Simon-Albert Boudreault
How used to violence are we, as gamedevs? No one escapes it, not even in one of Unity's most popular tutorials. Violence is tangled in the most unnocuous spaces, barely there, but at the same time all-emcompassing. I have beef over this; over us being gradually desensitized from it; over the default use of vague middle-eastern settings; over the endless searching and destroying. War is bleak and empty and absurd, just like my game.
By: Charles Doucet
Farewell is a transition. The player gets out of the tank for the first time and move towards a strange scenery. Leaving behind him the empty vehicle that he used to control in my other iterations. In this game, users experience an exploration of a paradoxical universal. A lot of the work was done outside Unity, and created with Blender and Substance Painter. The game ends with a new beginning. It's the first steps for my final project that will link all mechanics done so far this semester.
By: Joshua Murphy
While TANKS! is a "3D" game, its gameplay takes place in only two of those dimensions (on the surface of a plane). TANKS 2D! pushes this dichotomy even further. The game appears to add to the original's "3D-ness" by wrapping the gameplay area onto the surface of a cube so that the tanks move in all three spatial dimensions. The space is also fragmented by "portals" that prevent the tank from travelling continuously across faces, instead transporting the tank to a non-contiguous face. However, the gameplay is still bound to 2D surfaces, the tanks and shells are now 2D sprites rather than 3D objects. Is TANKS 2D! more D-ed or less D-ed than Tanks!? Decide for yourself.
By : Fadel Ragheb
![] (https://i.imgur.com/d3UlF4e.png)
The tanks have moved to the city, in order to stop a new threat...the Giant lego tank. Little do they know, their biggest challenge would not be facing each other, but rather face... TRAFFIC. In this version of the game, you cannot kill each other. you are essentially fighting for nothing, and all you are truly doing is causing traffic jams because you're pushing each other onto cars, as well as having to deal with the annoyance of beeping.These vehicles want to get to there destination no matter what, so even if they have to bump into each other they will. This quickly becomes a hilarious/annoying concept because the player is left confused & lost. It's a stark reminder, that traffic is truly one of the worst things human kind must go through, and even the battle of the tanks cannot be seen as worse, or even stop people from driving....
By: Mélina
What's the goal of tanks? Does it end at one point, or is it an endless battle? BlueTank has to try their best to destroy RedTank. In case of failure, BlueTank will be send in limbo. As the BlueTank/ Player walks around the environment, they encounter a building and may go explore inside. There are two possibilities inside the building: either find the black door or to reach the rooftop. The black door will end BlueTank’s journey, while reaching the rooftop will restart the combat between the two tanks. The player may interpret the afterlife as they want.
For this prototype, I wanted to explore the materiality of the game Tanks!, in addition to create an “afterlife”. The player start in the Tanks! game, and is surrendered by objects. While in limbo (white building and ocean floor), the materiality started to decrease. The other side of the black door will lead the player into nothingness, forever wandering into the space. That is the complete obliteration of materiality (and gravity). I also liked the idea of useless effort, as in the long run, climbing the stairs seems to be a greater burden than passing the black door and fall in nothingness.
Controls First, second and third scene: Use WASD to move around. Second scene only: Mouse is required to move camera.
Disclaimer: I used Pippin’s pluggable AI for RedTank.
Team: Vincent Gagnon

One is trying to Blend in in the map by disguising himself in different in-game environment models! The other is Hunting trying to figure out where the other one is. As someone trying to blend in, you need to reach the cave that only you sees. The bigger the model, the faster it moves so use that to your advantage!
- Mac build (ideal): https://github.com/Skeezy/tanksProtos/blob/master/BlendInBuild.zip
Team: Laura Hirsh

This game is intended to illustrate the relationship between bees, pollination, humans and the produce found in the grocery store. As bees are responsible for the pollination of much of the produce in the supermarkets today, their decline in population directly effects the amount of produce we see on the shelves. In order for the produce to appear, the bee must pollinate the corresponding plant, but not without your help. The actions of your shopping cart are directly related to the actions of the bee, this mechanic is intended to emphasize the direct relationship between our consumables and the necessity of bees. Navigating the world as a bee with the means to pollinate is impossible if the player solely focuses on their own consumer path, realizing the relationship between the actions of the consumer and the bee highlights the theme of the game.
- Mac build (ideal): https://drive.google.com/file/d/1QV68WIQKdgpPYzKlMKNOgEJEms6m4ZFJ/view?usp=sharing
Team: Timothy Thomasson
An endless desert landscape scattered with random models from the internet. Has a strange feeling of a 'junk yard' as if this is where all the unused models on the internet we disposed. The project can be thought of as a commentary on aspects of usage, free-usage, and appropriation of creators work on the internet and combining them together in an out of context and non-conventional way. In the next iteration of the game I want to have the objects placed 'properly' and increase the size of my asset bank (like 250+).
- Mac build: https://drive.google.com/file/d/1IxVuXiazSIxT10FMc_N0kjACy3S16OW2/view?usp=sharing
- Windows build: https://drive.google.com/file/d/1Ok8K_RERavGLF0SearvZd05yD7K9tkBl/view?usp=sharing
Team: Anthony Dupont

What happens when you combine more than one game into one? What features should be kept? Aesthetically, Super Tank Bros takes on this colourful low-poly and unproportional look and combines it with simple TANKS! mechanics. Using WASD to move around, the player must simply make it through the course and to the checkmark(flag). Although without any shooting ability, the player must dodge obstacles and avoid falling off the course.
- Mac build (ideal): https://github.com/antho247/CART_415/blob/master/SuperTanks_3D.zip
Team: Edwin Lucu
Shoot for the Blue Barrel for massive points! Use Z to fire a shell to propel the ball inside, careful though, the objects on the field will push the ball away and take away points! How many points can you gather before the game resets? Use the directional arrows to move.
Team: Kyle Gapulan
In this iteration, I wanted players to be able to affect and alter the environment, just like in the 2D Tanks game. Players can place blocks by pressing their respective keys (Q for P1, M for P2), which they can use to their advantage since these objects offer some defensive cover. When shooting 3D objects, they will turn into another object. With this, you are able to build your defenses and alter the objects placed on your opponent's side. In the final project, there will be a limit to how many objects can be placed by each player, with UI elements reflecting that information.
- Windows build: https://github.com/kgapula/cart415/releases/tag/3dobjects
By: Dougy Hérard
In this 2dfication of the classic Tank model, I have attempted to explore a Paper Mario-esque game mixing 3D environment with 2D components. Using sprites from Stronghold: Crusader, the game now takes a medieval turn as the tanks fight amidst keeps, towers and gates. It was an interesting study in the aesthetic and gameplay of those type of mixed dimension games, as the plane sprites are initially "hollow" and can be passed under by the tanks, necessitating actual 3D object underneath to create a semblance of collision in the 3D world.
Team: Janos Bocsi
A game where you are on the set of a race track where everything is made to look good from far but as you approach it you see how big and thin it is.








