TFS Students Level Up with Ambitious Capstone Game ‘Kynetic Flux’

Kynetic Flux

What began as an ambitious five-level concept evolved into a polished, playable – and hard-to-put-down – capstone video game project for this term’s graduating class of Video Game Design & Animation and Video Game Design & Development students.

Kynetic Flux drops players into a crumbling futuristic alien city, challenging them to navigate streets once alive with activity but now abandoned and riddled with danger. The parkour-fueled adventure tasks players with using a series of chained moves to keep up their momentum at all costs – the faster they move, the harder they can fight, and the quicker they can get back home.

From the outset of the game’s ideation back in Term 3, the goal of the student team behind Kynetic Flux was clear, they said during a recent virtual capstone showcase event – create a game that felt immersive, looked great, and, above all, was fun.

“You don’t expect how much work a game is until you start making it,” said Krystal O’Neill, the game’s Art Producer, during the hourlong Showcase. “We started this game so ambitious…We had these grand plans, but in the end, we focused on the mechanics, making the city feel alive, and creating something people would actually enjoy playing.”

Kynetic Flux

That commitment shines through in the details. Streets are uniquely designed, environmental storytelling is layered throughout, and even background PA announcements warn of an evacuation – subtle touches that hint at the world’s larger narrative.

Players can also hunt for collectibles that reveal more lore, thanks to the combined efforts of the art and programming teams.

Kynetic Flux

For the programmers, the focus was on player control and smooth mechanics, said Jaxson Vignal, Kynetic Flux’s Technical Director.

“The player controller we built is something I eventually want to release on Unity as a package,” he said. “We spent a lot of time making sure it feels right.”

While technical skills were key, the Kynetic Flux team said the real heart of the game was the spirit of collaboration that went into it.

“We were warned about a possible divide between art and programming, but we were, like, ‘Absolutely not! Who wants to have a game night?’” O’Neill said, crediting the closeness of the team as key to the game’s success.

“I think I’ve met some absolutely amazing humans who worked on the programming side and the art side of this game, and I truly feel like leaving this program, it’s like leaving a family.”

That closeness proved vital during late-night Discord work sessions and inevitable project hurdles.

“The biggest lesson was communication,” said Vignal. “That’s what makes or breaks a capstone.”

Though the current version of Kynetic Flux is complete, many team members plan to keep developing it in their spare time – experimenting with first-person perspective, optimizing performance, polishing the art style, and expanding the levels.

“We want it looking as good as we can for all the wonderful showcases that TFS does with us,” O’Neill said.

For now, the team takes pride in what they’ve already built together.

“At the end of the day, we all wanted to make the best game we possibly could,” said Diego Fernandez, Kynetic Flux’s Programming Creative Director. “And we did that – together.”

Play Kynetic Flux HERE and you can also follow the game on Instagram and Bluesky.

Kynetic Flux Team

The Team Behind Kynetic Flux:

ARTISTS:

Abbigal “Shiggy” Chapman – Art & Narrative Director

Ben Gallant – 3D Modeling

Dana Minnis – Art Director

Gang Tan – 3D Modeling

Ghazal Sanaei – Concept Art

Hunter Desson – Environmental Art

James Ranger – 3D Modeling

Jason Campbell – 3D Modeling

Javier Newsam – 2D Animation

Kalonji Ngoyi – 3D Modeling

Kayan Lopes – Lead Modeler

Krystal O’Neill – Producer (Art)

Merrick de Cent – Concept Art

Peter Li – VFX Artist

Samuel Leon – 3D Modeling

Shane Buchanan – Lead Level Designer

Zach Miller – VFX Artist

PROGRAMMERS:

Aiden Witjes – Co-Producer (Programming)

Asad Uqaili – Level Design & AI

Colton Reed – Dev Ops

Diego Fernandez – Creative Director (Programming)

Jaxson Vignal – Technical Director

Joshua Clarke – Programming

Kadeem Cherman – Programming

Kaylani Paponette – Producer (Programming)

Ritwik Nagda – Programming

Cynthia Reason

Cynthia Reason (she/her) is a former newspaper journalist turned communications professional who currently works as Toronto Film School’s Manager of Communications. Prior to joining TFS, she spent 13 years working as a reporter for Torstar/Metroland Media Toronto, writing for publications including Toronto.com, the Etobicoke Guardian, and the Toronto Star, among others. Her byline has also appeared in the National Post. She holds a Bachelor of Arts degree from the University of Guelph and Post-Graduate Diploma in Journalism from Humber College.

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