Effects Royale

Design

I was part of creating the games initial concept and turning that into a design document that was edited based on playtesting and feedback. I also got play testers that would regularly test the game after certain milestones and fill out forms that I created so that we could collect data.

Development

In this project I was responsible for developing the shooting mechanics for both guns as well as the blow back effect for the cannon where the player would be launched in the opposite direction they shot in. I also developed the wave spawning system, and the entirety of the tutorial level with all of its unique functionality. Finally I created the score and high-score systems, as well as the main menu and pause menu.

Audio

I was responsible for creating and implementing all sound effects that were used in the game as well as create the music track that is used in the main menu and the main game.

Explorer of Depths

Design

I was part of creating the main concept of the game and polishing the design before development began. Specifically responsible for designing the progression for the game and how the player would win and lose levels.

Development

I was responsible for developing the games contract system where players would have the choice of selecting the easy or hard contract, and if they failed the game would end. Was also responsible for creating the games win condition in level 4.

Audio

I was responsible for creating and implementing all the sound effects for the game. As well as implementing the music into the correct levels.

Life Time

Design

I was part of the initial concept and helped in creating the design document that was used throughout development. I also designed the layout for all of the UI for the main menu, player UI, and pause menu.

Development

I was responsible for developing the weapon system including swapping guns/grenades, shooting guns, and unlocking guns as well as the ammo and reloading for both guns and grenades. I also created the mini-map that was an overhead view of the world and added icons above points of interest for the player. I created the hunger and thirst system for the player as well as the health for both the player and NPC’s as well as the drops that the NPC’s would leave upon death. I developed the dialogue system where players could talk to NPC’s and accept missions, the alliance system that would effect the players ability to access the different shops in the game. Created lottery machines where players could gamble their health for larger sums of health. Finally I created the leveling system that would allow the player to purchase new items from the shops.

Audio

I was responsible for creating and implementing the music track that was used throughout the game as well as all of the sound effects found in the game.

Slime Boy in Slime Keep

Design

I was responsible for creating a design document that I used throughout development. I also designed the layout of all the UI and designed all the games levels.

Development

In this game I developed all the systems this includes the player controller, level select, enemy AI, currency, obstacles, and goals.

Art/Audio

In Slime Boy in Slime Keep I created all art used in the game and implemented it, and set up animations for the player, enemies, and decorations. I also created and implemented all sound effects and created the music track that is heard through the game.

Crazy Park

Design

I was a part of the initial concept for the game and have been tasked with the creation and editing of the design document as we add new features and edit existing features. Responsible for continued playtesting to collect data on newly developed features. I also designed the UI for the main gameplay, game over screen, and changing room. I was also the level designer for levels 3, and 5 while also assisting in levels 1, and 4.

Development

In Crazy Park I was responsible for creating the main menu, and pause menus along side all of the settings minus the language settings. I created the scene transition that is seen whenever switching scenes in the game. I also created the trash, and hedge tasks while also contributing to all other tasks currently in the game. I was tasked with creating the tasks system that would keep track of all tasks currently in the level and count the tasks that we’re completed, which would lead to either the win or lose screen depending on how many tasks were finished before the timer ended. I was also tasked with creating the best grade and best time that would then be used later for unlocking new costumes and achievements. One of the biggest contributions I made was the addition of the changing room where the player can change their skin and hats when they have them unlocked. I also assisted development adding particle effects and other forms of polish.