Other Projects, Prototypes, Tutorials and Exploration


Sorcerer’s Watch - Released

Solo Project
Link to game: Sorcerer’s Watch on Core Games

Overview: Sorcerer’s Watch is an Action Adventure game with RPG elements, it was created for the DnD Contest run by Core Games. It was the first game I created using the core games editor.

Description:
Explore the island where a Watchtower sits upon, venture alone or with a few fellow adventurers and delve into the Watchtowers portals to the ruins of the Fire keepers, or defeat the Frost Skeleton found living on the Frost lake through the icy portal.

Thumbnail used on the Core games library.
Environment screenshots from within engine.
Environment screenshots from within engine.
Communicated information about the Fire Keepers dungeon through thumbnail/screenshots.
Communicated information about the Frost Lake dungeon through thumbnail/screenshots.

 

Popcorn, Pop! - Prototype

‘Popcorn, Pop!’ was a incremental game, prototyped over a 4 week period, its purpose was to focus on creating a flow state for a mock client brief.

I chose this brief as I had interest in learning about keeping player retention and UX/UI design.

- I decided the currency display and popcorn bucket were the initial mechanics the player would see and interact with, this was intended to provide a intuitive introduction to the game with little distraction.- When the player either held or tapped …

- I decided the currency display and popcorn bucket were the initial mechanics the player would see and interact with, this was intended to provide a intuitive introduction to the game with little distraction.

- When the player either held or tapped the popcorn bucket, I provided user feedback through having popcorn spray out of the bucket, along with a satisfying “pop” SFX.

- I designed the upgrade button to highlight blue when an upgrade was able to be purchased.- I created a progression bar, showing the amount of purchases needed before the business would get a multiplier.-It would then highlight a red cube to green,…

- I designed the upgrade button to highlight blue when an upgrade was able to be purchased.

- I created a progression bar, showing the amount of purchases needed before the business would get a multiplier.

-It would then highlight a red cube to green, when a multiplier had been achieved.

- Once a predetermined amount of total currency is met, the next business for purchase is shown. This was to encourage the player to discover/explore the game.-In summary, the prototype provided a strong foundation that I was able to use in discussi…

- Once a predetermined amount of total currency is met, the next business for purchase is shown. This was to encourage the player to discover/explore the game.

-In summary, the prototype provided a strong foundation that I was able to use in discussing the purpose and reasoning behind the design.


 

Orb Warp - Released

Orb Warp was a solo project developed in Unity which I coded in C#, created the art in Marmoset Hexels, and it enabled me to understand the process of releasing an app to the google play store.

 
Gameplay_Screenshot_v01.png
TapToStart.png

 

 Bury The Hatchet - Complete

 

Designer/Producer (5 Months)

Responsibilities:

  • Design and implementation of levels and mechanics.

  • Task tracking

  • Updating documentation

Overview:
Bury the Hatchet is a linear top down shooter, players push their way through a canyon in order to find a way out. The player soon discovers the canyon is riddled with bandits, causing the player to cautiously travel through the canyon.

The game project was created by 8 students (3 programmer, 2 artists, 3 designers) over a period of 5 months, from pre-production all the way through to completion.


 

Canal Tycoon - Prototype

Canal Tycoon is a tycoon/simulation game. Building this prototype taught me a lot, I learnt more about unity’s UI components, furthered my understanding of economy systems and strengthened my C# coding.

Long boat is docked, the player is now able to purchase trade goods to then sell back at the trading dock.

Long boat is docked, the player is now able to purchase trade goods to then sell back at the trading dock.

When the player had enough currency, they are able to invest in expanding the numerous trade routes, earning passive income.

When the player had enough currency, they are able to invest in expanding the numerous trade routes, earning passive income.

Using unity’s terrain tool and navigation, I was able to produce the canals that the long boats would travel through.

Using unity’s terrain tool and navigation, I was able to produce the canals that the long boats would travel through.