Don't (Brackeys Game Jam 2022.1) - February 2022
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Don't, #30th overall rank
Brackeys Game Jam 2022.1. "Players will experience a deep sense of temptation driven by the “Don’t” prompts, a strong feeling of panic when the world changes around them, and an overwhelming sense of nostalgia when remembering the absurd statements they believed as children. " Don't was an entry for the brackeys game jam 2022.1, made with a team of 4 people. This was a week long jam and the theme was "it is not real" |
Whisper (Game Jam Winner) - September 2021
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Whisper, winner of the Backtrace game jam 2.0.
"Whisper is an asymmetrical local multiplayer game with voice commands. Two players must share information between each other in order to solve puzzles." After securing some time off work, I decided to join a game jam with a mate and test my skills. The backtrace game jam was a 56 hour game jam where paticipants had to create a game to the theme of "Shared Knowledge". |
Jumpstart Apocalypse VR - November 2020
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"A VR Zombie horde shooter where the player must shoot, hack and slash their way through a town to destroy a bell tower."
Roles: - Gameplay Director - Quality Assurance Lead As QA lead I created bug reporting systems to ensure the quality of the product. I also created test plans that help us uncover crucial feedback such as game balance and the user experience. As the gameplay director I created the design documents for the player movement and weapons. These documents covered everything from their sounds to their feel. |
Witching Hour - December 2019
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"A top down, scavemger hunt stealth game, that has the player competing against the clock to find and craft the perfect potion before the sun rises"
Roles: - Game Producer - Level Designer - Asset Implementation Witching hour was my first project with a team Being the producer in the project taught me how and the importance of creating a pipeline, in-depth asset list, estimating and tracking hours, morning scrums and how to deliver clear communication to the team. As the level designer for the project having a good pipeline increased the work flow of the project. This helps me make sure to help everyone with following the correct procedures outlined in the asset pipeline document. |
Ring State - May 2020
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"An infinite on rails VR shooter with a simple upgrade system and engaging environments"
Solo Project: My first VR game and not my last. Designing for VR proves to be no easy task as one of the biggest factors I found during play testing was player comfort. This required me to iterate the speeds at which the player flys through the level. This game is made up of 3 major hooks Shooting, Dodging and upgrading. To keep gameplay fast and engaging I had to adjust my original vision of the player physically reloading the gun mags to moving your guns behind your head. This improved player enjoyment. |
Bullet Hell Shooter Prototype - August 2019
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Solo Project:
A simple game inspired by “Jigoku Kisetsukan” My goal were to create a bullet hell shooter where the player's lives are the ships they have at their disposal. If the ship was shot down the player would lose that ship for the rest of the level. Player feedback indicated that this game was very difficult, This helped me understand game balance and game fairness and allowed me to make much needed adjustments that improved the game as a whole, which lead to a greater percentage of players completing the game. In 2020 I returned to this game after being inspired by a GDC talk on the importance of game juice. With this new found inspiration and knowledge I revamped both the gameplay and feel. |
Side Projects, Jams & Experimentation
Virus - 52 hour Game Jam March 2020 (Theme: Local PVP) This was a game jam with two design students and one programming student. This game pits a doctor and a virus against each other in order to infect or cure the majority in a time limit to win the game. This project vastly expanded my knowledge of source control. |
Side Project: Creating a Combo System.
During my christmas holiday break I took the time to further expand my coding knowledge and learn to create a combo system in Unity. I went into this project expecting to learn and create a combo system and came out with expanded knowledge of the Unity animator instead. Everything I learnt in this project has been applied in all my projects since. |
Side Project: Photon Networking in Unity
Through my love of connecting players with online games, pushes me to understand the systems behind how they work and function. Using this unity plugin Photon, I worked on a simple project that had two players in the scene fighting zombies together. I found getting the players connecting and working in the scene together was the easy part, but creating AI was another story entirely. When I thought I got the project to a working state, I quickly found out if the host player died the game would run normally but if other clients died the AI would stop. This enlightened me on the ways multiplayer testing is different and showcased how a different thinking approach is needed for creating multiplayer games. I’m currently researching an alternative multiplayer plugin called “Mirror” for unity and can’t wait to start learning and testing with networking again in my spare time. |