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Showing posts from October, 2020

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.

Shadowbox

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 This is what my SIP currently is, and it's been a rough road for development, I have little programming knowledge, I can think like a programmer, but when it comes to the languages themselves, I'm lost. Two previous versions of the game looked a bit like this For a moment while making this I thought that I may have to abandon the idea simply because I didn't have the skills necessary to build it to the quality I wanted. However, after reevaluating my engine options, I found that I can build the game in an engine I am intimately familiar with, I know Construct might not be the most professional thing these days, but for what I'm making, it'll do just fine. The game itself revolves around shadows, specifically, you can use various actions depending on where your shadow is, and you can move it around with a light source attached to your mouse. I have lots of ideas with moves, like putting your light beneath you, which makes your shadow really tall, letting you lift he

Cloud Hop

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 Cloud Hop is one of the first big projects I've done at UAT, and while it's no longer my focus while I'm here, I'm definitely going to properly develop it once I graduate. This is currently what exists of the game:  The game revolves being able to place a platform freely, in this case the cloud, and have your own actions tied to it, such as causing rain or lightning. I have other plans to have things like wind and snow available to utilize. The rain would've been used for water based puzzles like weighing down pulley systems or growing plants. Lightning could've been used for electric puzzles like activating electric coils or attacking enemies. Snow is something I didn't really think too much about yet, perhaps freezing water, especially since you have rain as well.  The cloud itself had a bunch of uses (and more for when I develop it further), probably the most notable thing is that it can be used like a double jump, as projecting it below you while jumpin