Posts

Game Design Analyses

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This is a collection of analyses I've written, it's recommended to be at least familiar with the lingo used in a particular game  Warframe and Shadowbox Something I mentioned in my Shadowbox demonstration was that one idea couldn't work because a character had a similar ability in a different game that wasn't used often, here I'm going to describe those things. The character in question is Limbo, and he controls what's called the rift. Limbo himself can freely move in and out of the rift, he's also capable of sending enemies into this rift, while an enemy is in the rift, they can't damage anyone outside of it, and vice versa. You can also stop time for enemies in the rift with the move Stasis. However, nobody playing seriously plays Limbo like this, because one of his abilities covers an area in rift, putting everyone in it in the rift, and they always follow up with a stasis, freezing all the enemies. It was this thought that contributed to changing the

Older Works

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 Though I don't consider these my best work, I have experience in Unreal and a couple other obscure engines and editors, these are a few videos of those projects. This was for a scripting class, where we worked in Unreal, the concept behind the level was that you would use switches in the foreground to move objects in the background, with the goal being to move the ball into the goal, which opens up the next puzzle. This one was even older, and even has a voiceover. This was more thematic, and actually has sound for this, though it's unfinished, I think it's a good showing of lighting effects. Both of these Unreal projects were coded using plueprints. https://youtu.be/UmU0ekD3cjY This is one I recovered recently, the original video is lost but I made a new one, this was made in Unity. The theme was to make a scavenger hunt, so I did some custom textures and did a color theme This was a simple stage made in the editor for A Hat in Time, which is just Unreal 3, for those curi

Degree Objectives

       My game design degree requires a few things to be done, and this page shows the objectives and what I have for each, and links to that project if applicable      1: Prototype and complete original games for multiple platforms following the full game production pipeline Cloud Hop  and  Shadowbox will fill this role, there’s a few tools I’ll be using, including Construct 2 for the engine, Aseprite for the sprites, and Photoshop for other art (though outside the game itself, probably). The use of Construct over other mainstream engines like Unity or Unreal has to do with my inexperience with programming, frankly I want to actually build the game, not spend half the semester just figuring out how the engine works. I've added a new page that details other engines I've worked with in the past, including Unreal 4, and some more obscure ones. Here is a few images from a board game I helped make some time ago Also here is a GDD for a game I made a while ago, with a color them

Community Statement

The Covid pandemic has changed a lot about video games and the community, and this has shown in both which games gained significant traction, as well as how developers have approached online services in games. Games that picked up speed as a result of people being stuck at home would be shorter, social experiences. The now hit video game Among U was actually released two years before this all really started, but only gained popularity now as a result of people being stuck at home. Another big example would be Fall Guys, a quick, run through of minigames with random other people proved to be very appealing. Developers too have been looking into more online features, the release of Super Mario 3D World + Bowser's Fury is a testament to that, it's a game that you would not expect to have online co-op, but it's very likely that the pandemic was the reasoning to add it, even if the quality is sup-par, compared to other offerings. The fighting game community is easily the most af

Assorted Other Projects

 Not every project I've worked on is my own, some projects I've worked on have been part of my colleges studio, which you can work at as a course. Unfortunately evidence that I've actually worked on these seems to be lost for now, I'll add pictures/videos if I find them. I also don't know the status of these games today. For all I know they were just quietly cancelled. Looters of the Arcane This is a survival horror game, where you travel through time to acquire artifacts from historic eras. I was a tester and level designer, I feel like I butted heads with the designers a bit much over small things, like if you reload with bullets still in the clip, you lose that ammo, and I knew people were going to instinctively reload, even after one shot. The argument I got for keeping things this way was because it's 'more realistic' As for my level design work, I designed the game's fifth level, a pirate themed world. The main gimmick are the numerous chests l

Other: Music

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 A hobby I have entirely outside of school would be music, I have both originals and fanworks on my YouTube, page, I'll highlight a few noteworthy ones here. I also have a soundcloud where things are much more organized: 

Other: Art

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 Something I like to do in my spare time would be art, digital art, rather, I like to make these things and I like to give character ideas some needed visuals, there isn't a lot important here, just a gallery of my favorite pieces.