Cullinan City Heist (team)
A four player split-screen arcade vehicle combat game in fictional Cullinan City, involving diamond capturing and player-on-player theft.
The aim is to collect as many diamonds as possible and to deliver them to the central point of the map. However, other players can steal your diamonds by crashing into your car. You have to decide whether you would like to go for a high multplier by delivering many diamonds at once and an increased risk of other players stealing your loot, or delivering the diamonds in smaller batches.
Awards
Best Code Award (by NHTV)
Best Game Award (by NHTV)
The team
Cullinan City Heist was originally developed as a Game Lab project for our study in 2012 and the HD Version was developed in 2014. We have made it as a team, Digital Influence.
The HD Version team
Team Lead
Ziemowit Piasecki
Programmers
Wesley de Haas (Lead Programmer)
Brandon van Seeters
Michiel Pater
Visual Artists
Mathijs Kapteijn (Art Lead)
Ziemowit Piasecki
John van der Jagt
Sander Meijer
Jasper Ritsema
Tijs Bolder
Mykolas Parulskis
Mohsen Behvar
Designers:
Dave van Wijk (Design Lead)
Lucien Bos
The original team
Team Lead
Michiel Pater
Programmers
Michiel Mooij (Lead Programmer)
Wesley de Haas
Michiel Pater
Visual Artists
Tobias Koepp (Art Lead)
Ziemowit Piasecki
Özgün Kizilca
Aytaç Sarkmaz
John van der Jagt
Sander Meijer
Designers:
Robin-Yann Storm (Design Lead)
Darin Georgiev
Best Code Award (by NHTV)
Best Game Award (by NHTV)
The team
Cullinan City Heist was originally developed as a Game Lab project for our study in 2012 and the HD Version was developed in 2014. We have made it as a team, Digital Influence.
The HD Version team
Team Lead
Ziemowit Piasecki
Programmers
Wesley de Haas (Lead Programmer)
Brandon van Seeters
Michiel Pater
Visual Artists
Mathijs Kapteijn (Art Lead)
Ziemowit Piasecki
John van der Jagt
Sander Meijer
Jasper Ritsema
Tijs Bolder
Mykolas Parulskis
Mohsen Behvar
Designers:
Dave van Wijk (Design Lead)
Lucien Bos
The original team
Team Lead
Michiel Pater
Programmers
Michiel Mooij (Lead Programmer)
Wesley de Haas
Michiel Pater
Visual Artists
Tobias Koepp (Art Lead)
Ziemowit Piasecki
Özgün Kizilca
Aytaç Sarkmaz
John van der Jagt
Sander Meijer
Designers:
Robin-Yann Storm (Design Lead)
Darin Georgiev
HD Version Trailer
Trailer
Technical details
This project was written in C++ using the Horde3D engine and the Box2D physics engine. I have contributed as a gameplay programmer and initial team lead. I organised meetings to discuss the design of the game and made sure all members agreed on the global concept. As a programmer I have set up the HUD, the minimap and the gameplay elements.
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Trailer
Technical details
This project was written in C++ using the Horde3D engine and the Box2D physics engine. I have contributed as a gameplay programmer and initial team lead. I organised meetings to discuss the design of the game and made sure all members agreed on the global concept. As a programmer I have set up the HUD, the minimap and the gameplay elements.