Game Projects

Various game projects were made on Unity and Construct. This showcases some of the mixed skills needed in order to make a complete project.

Thesis FaceRidim Game Prototype

My Thesis was based on computer vision which used facial gestures as an input form via the use of Python for the gesture detection. C# was used for constructing the game functionality on Unity.

The Undead Asylum

This Project was the first group oriented game development simulation between three people in my class. Our task was to build a first person zombie game in a month and a half’s time. This was the result of our daily efforts. 

Please check the two videos below for some insight on the game demo and development phase.

Raid The Tower

Raid The Tower was among one of the first game projects I had ever done. It was using event based coding via Construct 2 and it was a tower defense type game. You can play the game on your browser by clicking the title image ‘Raid The Tower’.

Crowbar Adventures

Crowbar Adventures was made on an old version of Unity. This was based on a classic Chinese game called Unfair Mario. It was a 2D unfair platformer. It was level based and used a lot of tricks to trap or kill the player, and the whole concept of the game was to finish the game with the least amount of deaths possible. This project took a month to complete of about 8 hours or more of daily solo work. If the source code can be fixed to work with modern versions of Unity or a playable version can be restored I will reupload the game in order to be able to play it on a browser.

Game Concepts and Unfinished Projects

Glocks & Warlocks

A concept of an illusionary escape room puzzle game with DOOM elements. Usage of FPS elements, bullet tracers, bullet physics, weapon drop and pickup, stamina and health bars, particle effects, magic spells and different enemies.

A Dubious Tale

This project is the first major title which I am part of. We formed a small indie company of four people named Dnegel Games. This project however is currently on halt as all members of the company have a time restriction due to work. However the main concept of the game is that it is based as a first person 4 player co-op puzzle adventure. Most similar games to this concept are We Were Here and It Takes Two.

The main design approach was to be a PS1 style game with use of low quality live action filming scenes. This would capture acting scenes and transitions into the gameplay per level. The gameplay portion would be that team members have to help each other escape a room and in most cases the members would be randomly separated two by two, and they both would need to help each other survive and can only communicate with the other set of players by radio. Therefore the players would need to describe what they are seeing and carefully solve puzzles and fight monsters via teamwork. As an example, a player is holding a lantern, and the other is holding a gun, and the shooter is unable to see the monsters without the other player’s assistance.

Production of this game will resume soon however and it will be written in C++ and made on Unreal Engine 5.

Untitled Text Adventure

A horror take on the classic RPG text adventures style games based on the Netflix movie called “Choose or Die”. Still in the very early concept phase.

5 Games that have inspired me recently

Guild Wars 2
Detroit Become Human
It Takes Two
Mass Effect Trilogy
Death Stranding

3D Level Design Showcase

A showcase from the group project “The Undead Asylum“, shows how 3D assets were used to create the scene and guide the player towards the objectives, and generally make the zombies more of a threat with the use of tight spaces and corners. 3D mapping tools were also used from the Unity terrain builder, which makes it easy to use texture mapping, build terrain, place trees, grass and make space for larger 3D objects such as buildings, houses and other key assets which can be used as objective items.

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2D Level Design Showcase

Building a 2D level can be more daunting than creating a 3D space sometimes, as depending on the game it can be a major part of the gameplay, good creativity is necessary in order to create an engaging level. In my game Crowbar Adventures, the level design is crucial as it is an unfair platformer game, and the level design is everything. It relates to where the player needs to go, what kind of challenges they will face and how to make it unfair.

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Game Objective Design Showcase

A simple showcase from the group project “The Undead Asylum“.

When I was designing the game, the main inspiration was Time Splitters 2. This game features simple and vague objectives, but object items are always scattered around the map which force the player to go around the area in a metroidvania style to complete the final objective.

The main objective of this game was that you need to escape an asylum while being chased by zombies.

A genetic mass has covered the escape, so you as the player need to collect enough bombs, place the bombs on the mass and explode them to clear the blocked area.

Mass Blocking the escape, the player must find a way to blow it up
Player must explore the map to find three remote charged bombs
Bombs are found in distinct areas of the map, often in areas which are particularly ensnaring to the player regarding the zombies which are following them
After placing the bombs on the mass, the player is instructed to locate a detonator
Player can press the detonator to escape and traverse into the next level
Upon loading the next level, the player is prompted to find an escape vehicle. Quest design could be better if left more vague such as using 'Escape Vehicle' instead of 'Helicopter' until the player discovers it.
After the helicopter was located, and inspected, it was noted that the vehicle had no fuel, therefore next theplayer is instructed to find the fuel and get it back to the vehicle
After the fuel was located successfully, a giant Zombie boss has spawned. This boss is faster and much bigger and stronger than the regular zombies, which means that the player must try to escape and reach the helicopter before being eaten by the zombie

Game Narrative Showcase

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Game UI/UX Design Showcase

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