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Showing posts from December, 2020

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