CHARLIE BENNETT GAME DESIGNER
Part of a FPS Robot project. The gatling gun was a combination of hit detection, particle systems and trail renderers.
A project revolving around armour that would affect a players statistics such as movement, aim ability and jump height.
Part of a FPS Robot project. The smokescreen was an experiment in particle systems and mechanic design.
Prototyping a Joystick input that utilise melee weapons and raycast collisions.
Utilising and learning Probuilder a Unity Add-On I spent time recreating artists pieces.
Learning how force affects objects in Unity while tampering with an FPS prototype.
Initial Card Game Mock Up:
Tavern Brawlers began as an attempt at combining Rock Paper Scissors and a Collectible Card Game.
Monster Truck HunterZ:
MTHZ was a boss battle revolving around a multiplayer split-screen experience. The boss featured a variety of attack patterns and damage states.
An experiment at creating a tank that moves entirely based on rotation of children objects.
A simple game revolving around making it through the forest while staying warm. Players moved between warmth zones to stay alive.
Greybox - Gold:
The Narrative module at AIE had us follow the full production cycle of a level from Greybox to Post-Processing.
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