BURY THE HATCHET
Bury The Hatchet: was the Major Project for the end of 2nd Year at the Academy of Interactive Entertainment Melbourne made by a team of 8. It was a linear angled top down shooter in which a player have to fight their way through the Red Rock Ravine and the bandits that live there.
Responsibilities: Animation, Particle Effects & Game Feel
The creation and iteration of Animation controllers was my biggest responsibility throughout the development with the creation of particle effects becoming a key element I worked on into the later stages of the development of the game, these were then used to enhance the game feel with simple scripts.
Timeline: June 2018 - November 2018
FLUX: is a Co-operative Spaceship Management Game.
Created as part of the Design Year 1 Final Project in collaboration with 6 other First Year students at The Academy of Interactive Entertainment. Players must work together to maintain a spaceship hurtling through space fighting of a numerous waves of Asteroids and Enemy Spaceships.
Responsibilities: Level Design, Asset Implementation & Game Balance
Within this project majority of my time was spent working on the level itself, it's layout and combined development with the artists on suitable modular kits that minimise creative restrictions.
Timeline: July 2017 - November 2017
Tavern Summoners: is a 2-Player easy to play card game in which players face off in a rickety tavern to see who is the best card brawler. The game revolves around a simple rock paper scissors balance of Fire, Earth and Water Cards. Players combine these simple skills along with the ability to attack and destroy their opponents deck in order to find out who is the best Summoner in the tavern!
Role: Sole Developer
Responsibilities: Data Management, Game Feel & Programming
Keeping track of the cards and proper ways in which to program and store data was one of the biggest challenges and learning experiences I got out of this solo development project along with learning a few basic tricks to particle systems.
Timeline: October 2017 - November 2017
SUBMERGED: was a 60 second vertical slice crafted at AIE for the Narrative Design Module. The game revolved around a stranded Marine Biologist trying to repair his ship in order to hopefully return to his home. The Protagonist is guided on his journey around the ship by the mischievous A.I. ADA, together they must restore the ship to piece together what's going on outside the hull.
Role: Solo Development
Responsibilities: Level Design, Narrative, Lighting
Having designed a relatively small level early on a large portion of time spent on this project was spent polishing the space in the best ways possible and iterating the meshes several times along with the corresponding lighting.
Timeline: June 2017 - July 2017
WE CAN'T SEA
We Can't Sea: was an In-Class Game Jam Game, created with a team of 7 over the course of 3 days. The game was a fun couch co-op/vs game in which 3 players would do their best to avoid the 4th player who was the much feared angler-fish and would have to consume the other players in order to win.
Responsibilities: Asset Implementation, Level Design
Due to the short time span of the jam majority of the time was spent devising the initial concept and from their we stepped into engine and began greyboxes as early as possible in order to get a maze like feeling.
Timeline: 3-Day Game Jam 2018
Monster Truck HunterZ
Monster Truck HunterZ: was a 60 second vertical slice crafted at AIE for the Narrative Design Module. The game revolved around a stranded Marine Biologist trying to repair his ship in order to hopefully return to his home. The Protagonist is guided on his journey around the ship by the mischievous A.I. ADA, together they must restore the ship to piece together what's going on outside the hull.
Role: Solo Development
Responsibilities: Boss Mechanics and Tells, Player Controllers
The boss mechanics and tells were an interesting challenge taking inspiration from other boss/raid battles prevalent in games such as Dark Souls and World of Warcraft I started with a bunch of simple attack formations which were then to stylized to fit the theme.
Timeline: May 2017 - June 2017