V16 is a racing game. You must take your car and sprint to the end of the track while dodging traps and hazard. You must do this in the time limit. The theme of the game is set in the midwest of America in a Hollywood style set.
USP: I wanted to focus on trying to create a fun and engaging experience for a racing game, I opted to recreate Hot Wheels style tracks and fast paced game play with risk reward elements.
Valdr is a Hack and Slash game inspired by Mount and Blade, Kingdom come deliverance and For Honour made Unreal Engine 4
This was a Collaborative project where i was lead of Design and Tech, I had to help teach and guide my 6 juniors from the preproduction stage, where they helped me create a design document.
Over the 7 weeks after Easter we Started creating the game.
In the first 2 weeks me and my designers created maps, drawn on paper then to Photoshop for a more detailed drawing including critical paths enemy placements.
After these 2 weeks i started my junior designers to block out and mesh their levels and play test each others so we could improve upon certain elements like affordances, using leading lines and getting them to use shape theory to guide the player.
On the tech side I worked on the Game mode, slotting mechanics together, helped bug fix any issues while I got one of the juniors tech to work on combat and character elements and the other to help support on other assets like power ups and shaders.
For project management we used Jira to track tasks and had scrum meetings at the start of each week to determine any issues, problems and the state of the game. This helped work out much we could get done in a week and plan accordingly.
Tasty Sheepies was a game made in June of 2018. It is similar to angry birds however the way the dragons don’t arc and fall they arc and fly into the sky.
My contributions for this game:
- Designed dragon types
The process of designing the dragons for this game was giving them a positive trait, negative trait and unique flight plan. This was done to make each dragon be able to deal with different hazard or maps types.
- Designed hazards. Picture examples of these are below.
- Designed win loss conditions
- Help design the levels
When helping design levels, we tried to take the approach of: What are teaching the player? What dragon to use. The optimal strategy for maximum/least stars
- Create levels in engine
- Help bug test
This was a large group project with 34 people working on it. We worked in Unreal engine 4 to create this project.
This taught me about how to use source control for the first time. Working as a large team taught me the importance of communicating with others and not shutting yourself off.