Comrade Quest History Part 4

Continued from previous post

I got up on stage, calmly pulled up the PowerPoint presentation for Comrade Quest, and began my pitch. In the first two slides, I knew the audience was at least listening. The next four slides I introduced the four playable characters of the game. With each new character, the audience became increasingly intrigued and attached. By the time I introduced Yuri the Bearserker, the entire audience roared with laughter. I can’t remember who said it, but someone once said that if you’ve made people feel something, you’ve won. I knew I had done a good job.

Concept art for the Gluttony Crapitalist demon.
Concept art for the Gluttony Crapitalist demon.

After the live pitches were over, I was swarmed by people asking me about Comrade Quest and if they could be on my team if I made it into GPL. I received many comments that my presentation was the only one that made the audience laugh. I was very thankful that I garnered so much interest my game, but a little dismayed that I had to explain to some people that Comrade Quest was strictly 2D (I had a lot of modelers ask if they could model for me). As the crowds faded and everybody made their way home, all I had to do now was wait until next Tuesday for the Spring 2014 games for GPL to be announced.

The weekend quickly passed, followed by Monday, and then Tuesday. At the time, I was in GPL as a 2D artist on my friend Josh Miller’s game, Control Room. Instead of sitting down to work immediately that day, I was called over to room 3.910 for Spring 2014 GPL announcements, along with all the other current GPL members and live pitch presenters. A little bit of anxiety swelled up in my stomach, but it quickly released when Comrade Quest was the first game announced for Spring 2014 GPL. Dr. Evans even added that it was an automatic shoe-in for GPL, and that the real difficulty was deciding what other four games would make it in for the upcoming semester.

Concept art for one the Crapitalist demon minibosses, Derek the Micro-Manager
Concept art for one the Crapitalist demon minibosses, Derek the Micro-ManagerAs odd as it may sound, I was happy that Comrade Quest was accepted, but not surprised. Ever since the semester started, I sensed I was on the precipice of something great. I didn’t know what form the greatness would come in, but I once found it, I knew it would be unstoppable.

Now it is spring and Comrade Quest is in development in GPL. My hope for Comrade Quest is for it to continue in development outside of class and become available on Playstation Network and Xbox Live. I wish for Comrade Quest to be successful, but most of all, I want it to be downloaded by people all across the world, to play with their friends, or to make some new ones.  To this day, I still believe in the power behind Comrade Quest, and with perseverance, dedication, and hard work, I will use Comrade Quest to make this world more fun.

Post commandeered by the US Claire Force

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