Coffee Train consists of participants from the Denius-Sams Gaming Academy. We are game developers from all across the globe, from industry veterans to recent grads, representing a wide range of disciplines.

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Learn everything there is to know about Coffee Train and Roots of Sarkos, from our art techniques, team structures, and even design iterations. Check back for new posts written by the DSGA class of 2016.

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Roots of Sarkos is an asymmetric 2-player cooperative game that takes place on the mysterious planet Sarkos. Visit our itch.io page to learn more and download our game!
 

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Blog

Ichor5

System Design Postmortem 3: Collectibles

This is the third in a three-part series on the core game systems of Roots of Sarkos. The first and second parts of the series can be found here and here. Mario has coins, Sonic has rings, Donkey Kong has bananas, and Roots of Sarkos has blobs of blue ichor. View post on imgur.com In

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GravityField

System Design Postmortem 2: Gravity

This is the second in a three-part series on the core game systems of Roots of Sarkos. The first part of the series can be found here. Sarkos is filled with rectangular and circular gravity field denoted by flowing particles, like this: View post on imgur.com Roots of Sarkos is not a game of physics

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QuillJump

System Design Postmortem 1: Jumping

This is the first in a three-part series on the core game systems of Roots of Sarkos. Hi there, I’m Kyle Brockman–a systems designer you can blame for the core gameplay implementation of Roots of Sarkos, as well as the Beats of Sarkos mini-game. I’m going to dissect three major core gameplay systems in Roots

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sarkos_launher

Roots of Sarkos 1.3 Update

New with the 1.3 Release! Download it on itch.io here! This final update brings a wide variety of new goodies! In addition to a new Master Quest level for Roots of Sarkos, we also have four brand new and entirely different games made in the 5 weeks at the end of our program. These games

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Augmented view

The Combining of Team Input

The following post was written by Darragh Turley. There are many times that I will look back upon from my time at the DSGA, many lessons learned, many decisions made and discussions had, all worthy of reflection. Hindsight looks both favourably and unfavourably upon many of these, amongst the most interesting however was the role

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Presenting at the GDC Intel University Showcase

The following post was written by IJke Botman. The Denius-Sams Gaming Academy was invited back to the Intel University Games Showcase at the Game Developers Conference 2016. The showcase is a competition for universities around the US, and we were up against stiff competition with a lot of eyes on us. Over the course of

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Roots of Sarkos

How to Model the Sarkosian Environment

The following post was written by Evan Slagle. (Note: The following contains a loose step-by-step process for creating two environment assets used in Roots of Sarkos. This is not meant to be a complete tutorial on the processes involved, but a glimpse into some of the things I spent my time doing as one of

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introscene1

Telling a Wordless Story

The following post was written by Ricky Llamas. The initial narrative vision for Roots of Sarkos was vastly different from the end product you can download right now. What initially began as near 50 pages of narrative reference during pre-production soon ballooned into the hundreds during production. But as my colleagues and I added more

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animatingQuill_001

Animating Quill

The following video post was created by Kyle Chittenden. Music Credits: Coral House by The Fish Who Saved the Planet http://freemusicarchive.org/music/The_Fish_Who_Saved_The_Planet/The_Fish_Who_Saved_the_Planet/Coral_House