300: Soul of the Spartan

300: Soul of the Spartan is the fourth rapid prototype I developed at FIEA. My team for this prototype consisted of Andres Cantor (producer), Donald Branch (artist), Eric Montanari (artist), Neal Sukkert (artist), and myself. 300: Soul of the Spartan was created using XNA and was developed in two weeks.

Concept

For this prototype, we had to create a game using an existing intellectual property. My team was assigned 300. We knew that with this license, we had to create a game that matched the epic feel and scale of the movie. For this reason, we decided to make a game in which the player engages in a large-scale battle between Spartans and Persians.

Gameplay

In 300: Soul of the Spartan, there is an infinite amount of Immortals and fifty Spartans. The player controls one Spartan at a time and must kill as many Immortals as possible before all of the Spartans are killed. The player can kill Immortals with a multitude of different attacks.

Graphics

The models for 300: Soul of the Spartan were created in Maya. All animations were created using motion capture from the motion capture studio at FIEA. 300: Soul of the Spartan is the first rapid prototype from FIEA to use motion capture.

Artificial Intelligence

The AI for both the Immortals and the Spartans work similarly. The Immortals seek toward the closest Spartan and the Spartans seek toward the closest Immortal. Once within a certain range of their enemy, the Immortals and Spartans both start attacking. The attack used is randomized among the different attack animations for each entity type. These routines are carried out for two hundred Immortals (this number remains constant throughout gameplay) and fifty initial Spartans.

Note: XNA Game Studio 2.0 is required to play 300: Soul of the Spartan and open the 300: Soul of the Spartan Visual Studio project.

Download Game

Download Source