The scene that plays when they player defeats the final boss, escapes the city, and wins the run.

Composition

The scene must be composed of unique static art of the player’s characters sitting on the sand at a beach, overlooking the sun setting behind the waves. During the credits, the sun shall set completely to reveal the starry night sky (with accompanying lighting changes).

The player characters must be aligned to the left of the screen, with the credits text displayed on the right.

Display and Functionality

Personal preference incoming

I know we love doing scrolling credits, but I think slideshow-style credits look better and feel calmer, and give each name gets more focus. Fight me on this -X

When accessed by winning a run

The credits shall be displayed in a slideshow format, with each slide displayed for X seconds before moving on to the next. Pressing the confirm or cancel button skips to the next slide immediately, resetting the timer.

After the last slide from here, show a FINAL slide saying “Thank you for playing!” along with some doodles from art team or something. The scene will linger on this slide until the player manually presses confirm or cancel. When they do, the screen will fade to black, and then the scene switches to the Main Menu.

When accessed from the Main Menu

The credits shall be displayed in a manually-scrollable vertical container, with each ‘slide’ displayed beneath the next. There shouldn’t be any excessive space between slides of different heights.

The credits will not scroll automatically, and they will not wrap around. The player must use the mouse scroll wheel or any vertical directional input to scroll through.

Beneath the last slide from here, include any licensing or external credits that we are required to include in the credits, but don’t really want to show in the fancy credits at the end of a run.

Slides

For each of the slides below, wherever a developer’s name is shown, their title shall be displayed as smaller text above the name. For a group of people with the same title, stack the names.


The game’s logo, with “by Playmakers Development Team” underneath


Producer Samuel Coa

Associate Producer Nicholas Everett


Director Xander Akkari

Game Designers Ronin Campbell Justin Tran Alex Valacos


Technical Director Christian Burgio

Lead Programmer Gabriel Borges

Game Programmers Matthew Baird Nestor Batoon Sam Caskey Natasha Kelley Ashton King Matt Tindale


Art Director Lauren Szmandiuk

Lead Artist Michelle Kong

2D Artists and Animators Carol Alonso Diaz Nathan Galang Yuna Jang Aijia Liu Josephine Sarayar Traver Pham Florence Chang Zakaria Jamal Cathy Wong

UI/UX Designer Kei Lee Nguyen

Technical Artists Sam Ullman Ethan Lucas


Composers Nicholas O’Brian Tom Baltaks Quinn Stephens

Sound Designers Chris Konstandaras


Quality Assurance Lead Jessie Rachman

QA Testers Ameen Alqudah Lachlan Kassis Stephen Roberts Dmytro Rozhko

QA Engineers Dylan Archer Declan Carveth Iskandar Muminov


Marketing Lead Evie Gallagher

Marketing Team Carly Angius Nora Bushi


Advisors Marell Bito Ben Comino Tam Duong Martin Nguyen Kevin Phu

Academic Advisor Jaime Garcia


Special Thanks

Anyone special we want to thank goes here. Notable playtesters, external advisors, idols, etc.

Special Thanks


No thanks to

Anyone we want to dog on goes here.

No thanks to Generative AI