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GAMES
Virtual Descent
December 6th, 2022
Bound By Bones
June 6th, 2023 (Unreleased)
Blade Waltz
July 26th, 2023
Minion Mayhem
December 6th, 2023
Tales of Octra
May 29th, 2024
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Virtual Descent is a 3D Isometric combat game where the player will spawn in an arena with randomly generated environments and enemies. They will have to defeat all the enemies to progress through the game.
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This was the first major project and the first time I worked in a team, under the name 'Bacon Pancakes'. We used Unity to develop Virtual Descent and completed it for our final assignment in Year 1 of AIE. Though it was buggy on release and had programming errors, it was still a playable build.
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My contributions to the project were through:
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Documentation
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Gameplay Design
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Sound Design
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Gameplay Balance
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UI Design
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Assistance in UI Programming
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Bound By Bones
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Bound By Bones was a paper prototype developed as the first assignment during my study at AIE. From there it turned into a personal project which I developed in my own time in my second year of study.
Bound By Bones is a turn-based rougelike in which the player controls a skeleton. The main gimmick is that as the player travels across the different maps, they can gain body parts of other skeletons to replace their own. The gameplay is a simple point and click where the player selects a node on a randomly generated map and makes their way across until they either die or move onto the next map.
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This was my first personal project which I had worked on in my own time by myself. As a novice at programming in C#, it took a while to figure out more complicated systems and had approached assistance from peers who were more experienced in programming. The game is not well optimized and was never released, however it was a good start to developing concepts that were more unique than most and trying to figure out unique gimmicks on standard game concepts (turn based combat).
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You are the Weapons a theme my team, Elysian Interactive, received as a mock up 'Game Jam' before our final project for our study at AIE. Like the name suggests, the player is the weapon of the game. We took this as being the player is quite literally a weapon and must move around an arena and defeat enemies to keep gaining score, creating the game Blade Waltz.
The unique selling point of this game is that the players loss condition is if they stopped spinning. Rotation speed was our gimmick, where the player would increase in rotation speed as they killed enemies which would try and shoot them (slow them down).
The project lasted for a week and was developed in Unity. It was the first time Elysian Interactive worked together however the project was in a good state and was fun for its limited gameplay.
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During this project I was in charge of:
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Level Design
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Sound Design
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Gameplay Design
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Minion Mayhem is a casual, destruction strategy game where the player takes control of a villain overlord who's power is to summon minions. Using their abilities, the player controls hoards of minions to destroy Atro City as the humans fight back by hiding in buildings.
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This project was developed with Elysian Interactive with 2 Designers, 2 Artists, and 2 Programmers. We used Unreal Engine 4 and was our final project before graduation and used in an Industry Showcase at AIE. This project lasted roughly 6 months and went through phases of development and testing.
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My contributions to the project were through:
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Documentation
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Gameplay Design
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Sound Design
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Gameplay Balance
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Level Design
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Quality and Assurance Testing
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Tales of Octra is my first project that I worked on outside of graduating from AIE. This is a completely solo project where I used a tactics pack from the Unreal Store as a base for the game, which I edited myself.
This is a turn-based tactics game where the player goes through different levels of a story with a goal for each level. Players lose if their 'Lord' dies in combat. I wanted to focus on level and narrative design for this project. While I did work on music, SFX, art, and some minor programming, these were not my key focuses.
Alongside this, I worked on a Game Design Document and an Asset List to help track my progress and keep the game in line with my vision for it. Furthermore, I worked towards setting deadlines for myself, albeit not too harsh of deadlines (roughly a month or so per chapter).
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