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Gamer Crew

Ben, Connor, Douglas and Sam


Team Roles
Project Manager: Ben Hocaoglu

Responsible for central feature, store, entrance, ball and clubs store, bathrooms, scoring podium, tee off pad)

Hole Design Engineers:

Douglas (Responsible for hole #’s 1-3, drawing files)

Sam (Responsible for hole #’s 4-6, drawing files, created a podium)

Connor (Responsible for hole #’s 7-9, drawing files)


Overall Course Design, Flow, and Theme
-Retro video games

-Each course feeling like a level in a video game

-Golfers flow from one “game” to the next


Entrance
Clubs and Balls
Shop
Central Feature
Bathrooms
Podiums
Hole 1: Mario
Hole 1 is a par 3 hole that doesn’t allow the player to take an easy
shot to get the hole. It requires the player to hit it hard enough
over two hills, but not too hard on the second hill or the ball would
fall back down. It uses Goomba’s and the green pipes from Mario
to pose a threat and block the player, making it a challenging and
fun hole.
Hole 2: Donkey Kong
Hole 2 is a par 4 hole that allows the player to risk their shot twice
to try and make it below par. It takes the Donkey Kong items like
the ladder and the barrels and makes them obstacles to make the
course not so easy. It requires the player to have a steady and
straight shot over a hill at the end to complete the hole while
avoiding a downhill area at the beginning.
Hole 3: Space Invaders
Hole 3 is a par 4 hole that has a series of barriers that block the ball, like in
the game. Two uphill areas made it so that patience and not too strong of a
stroke is needed. The hole uses the barrier from the game to house a path,
which can direct the ball much closer towards the end of the hole, but it risks
an uphill and small entry do try and do so. The hole also uses the space
invaders set up in the familiar game grid pattern to block the straight shot to
the hole.
Hole 4
Hole 5
Hole 6
Hole 7: Tetris
Hole 8: Pacman
Hole 9: Duck Hunt
Completed
Project Reflection
- Team Norms
- Communication
- Design Changes/Edits/Corrections

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