Supermassive Games’ Steve Goss visits NFTS Games for Masterclass.

Steve Goss Until Dawn

We were delighted to welcome Steve Goss to the School on 19th May for the latest NFTS Games masterclass. Steve is a veteran of the Games industry and is the Director of Design at Supermassive Games.

Supermassive Games are an independent development studio based in Guildford. Previous releases have included ‘Start the Party!’, ‘Tumble’, ‘Doctor Who: The Eternity Clock’ and the Wonderbook title, ‘Walking with Dinosaurs’. Their latest release ‘Until Dawn’ has been released to huge critical acclaim and recently won the Games Bafta for ‘Best Original Property’

After an enlightening and entertaining talk filled with advice and development war stories, Steve fielded a Q&A before heading up to the Game Labs to spend some time with the students and chatted about the projects that they are working on.

We would all like to thank Steve for his time and generosity. Hope to see him at the school again in the future!

Steve Goss with Jon Lau

Steve talks to second year student John Lau


Student tweets

A few student tweets.


Steve Goss

and a tweet from Steve himself.

Want to become part of the NFTS Games family? Applications for 2017 entry onto out MA Game Design and Development course are now being accepted. Closing date July 7th. Click here for more info.

Introducing the Grad Games of 2016!

We are always very proud of the games that our students make and this year is no different. Below, you’ll find a short description of the final major Games projects currently being worked on by our second year students. Very eclectic, very diverse and very, very ambitious.

We are still in the early days of production with prototyping and testing still taking place. We will be at the Develop Conference in July which will be the first chance for anyone outside of the school to see what they’ve been working on. As per usual by the time EGX London rolls around in September we will have Alpha builds of the projects.

Okay, here is a description of each project. (Images to follow later!)

‘The Circle’ by Manos Agianniotakis

An interactive VR experience about a woman dealing with PTSD. The story blurs the line between reality and fiction, dreaming and living, forcing the player into the shoes of a flawed but relatable main character. It explores themes of gender, identity, obsession and trauma.

Taking inspirations from the real world phenomenon of the Toynbee Tiles, the story of the game focuses on a woman who cut herself off from the world after a traumatic event. Alone in her flat, she investigates the appearance of the tiles and tries to solve their mystery. Her only communication with the outside world is through her computer, her phone and letters that other investigators send her.

During the course of the game, the players learn more about the tiles and the tragic story of the main character and the reason she lives in isolation.

The game combines first and third person perspective and has a text adventure segment that is navigated within a 3D environment. The gameplay is a combination of decision making (Papers Please) contemporary (Wolf Among Us, Oxenfree) and classic adventure games (The Fourth Protocol, Bureaucracy) with a twist.


‘Night Bizarre’ by Laura Dodds

You play as Srey, a fortune teller in a strange, bustling, Cambodian night market. Thrive or strive as you wield your tarot cards and predict the future of those who visit your stall.  

Srey, a young woman – and novice fortune teller  – must prove to her mother and grandmother that she can make a success of her stall.

Over the course of five days Srey will face dangerous criminals, family disputes and torrential tropical storms.  As you play you will discover and influence the story of the market and the colourful characters who populate it.

Will you use the tools of the trade to learn the art of deception and swindle as much money as you can? Or will you use Srey’s ‘gift’ to establish a reputation for yourself as a talented fortune teller and see your premonitions come true?


‘Project Synaesthesia’ (working title) by Blaise Imiolczyk

A short meditative, abstract and psychedelic VR experience.

The player experience birth, evolution and death of universe. Since the basic particles emerge from the void every element around player will be creating a sound, part of the music that surrounds the player. He has ability to grab any of those elements and manipulate its appearance and sound at the same time according to his will. He is moving between two contrasting worlds that show different scale and aspects of the universe.


‘Shazia’ by Jameela Khan

A modern day British “Western” about a young woman who is avenging the death of her friend. Focused on storytelling, the player – through point-and-click gameplay – learns more about the bride’s motive.

Haunted and pushed forward by memories of the last conversation with Eliza, Shazia places herself in the same town her childhood friend had lived for a short while previously.

Although those responsible for Eliza’s demise could be long gone, Shazia assumes the role of a lowly-paid Fresh Food Stock Controller at the same supermarket that Eliza was employed in. The player joins Shazia on her first day at work, as she tries to figure out what went on two years ago.


‘Into the Black’ by Naomi Kotler

An immersive, third person, virtual reality adventure about teamwork, instinct and survival set in the Yellowstone National Park wildfires of 1988.

Divided into four acts, the player assumes the role of a spirit guide sent to help a red fox and grizzly bear, who have been thrown together during the chaos of the wildfire and will need your guidance to help them escape the inferno and find a safe new home.

Only by working together will they survive the long road ahead and stand any chance of being re united with their families. Along the way they will be tested to their limits as their world is consumed by flames, the fire has put Yellowstone out of balance and forced a mass migration into the hunting grounds of the Druid Wolf pack. As these fearsome predators descend upon their fleeing prey, another lurks in the darkness. Man has come, full of cruelty and bad intention, seeking to turn this disaster into opportunity. If you and your companions are to survive you will need to rely on each other and leave everything behind as you journey into the black.


‘Uncanny Valerie’ by John Lau

A 15 / 20 minute interactive play on iPad.  It is set in the near future, in the vein of Black Mirror, Ex Machina and Her.

The player takes control of Karis, a wry and acerbic drinker who has lost her job as a robotics scientist, and who has just been left by her long-term girlfriend Valerie.

She has a few days to pack up her belongings in the house that she has shared with Valerie for the past five years, and copes with the emotional and practical task of moving on in the only way she knows how – by programming Valerie’s consciousness into an android that she has lying around the house.

As she tries to recreate her erstwhile lover, Karis realises that the power she holds over the robot can be used to iron out the things that irritated her about Valerie, and finds herself confronted with the question of whether it is better to love the one you’re with, or to hold out hope for an ideal that may never come.

Told through a combination of spatial puzzles, cut scenes and point and click tasks, ‘Uncanny Valerie’ is a story about a woman trying to both let go of, and hold onto a failed relationship, through the macabre, the poignant and the absurd.


‘Melancholia’ by Claudio Pollina

A game about fighting memory – an isometric puzzle game for IOS that use music elements such as tempo to interact with puzzles.

Frances is scared of forgetting the love of his life, Fanny. This fear starts when he tries to remember her voice – He simply can’t.  He finds himself in an unknown place at an unknown time that makes little sense to him. All he knows is that he needs to reach Fanny. This would be simple if only his memories didn’t react when he tries to do so.

Frances’ memories are his enemy.

This is not another happy game.