Lock's Quest

Lock's Quest is my first shipped title and my first game at 5th Cell. As the first designer hired specifically for the project, I became responsible for a variety of tasks throughout the project from map design to environmental art to scripting cut scenes. There are few areas in this game that I did not touch in some way, so I can see my love of this game in every screenshot.

Here Lock executes the freeze attack. This ability – it sucks. It only hits a single target, does no damage, and emulates an effect that is better served using a trap. What's worse is that this is the last special attack Lock gets, so it's sort of a let down.

Incidentally, notice the camera icon in the corner. The locked/free camera feature of Lock's Quest was very clunky for a long time, and would interfere with a player's ability to just run around using the stylus. The more hardcore gamers didn't mind having manual camera on all the time, but I saw this would be a problem for many people. After fighting long and hard, I proposed several solutions, and the one seen above is probably the most elegant. The icon and button only appear in manual camera mode, and tapping the camera with the stylus returns the camera to Lock. Simple, elegant, functional, and it overcame the lack of feedback with the old system.
Copyright 2007 Zach Francks and the Guildhall at SMU. All rights reserved.