GAME DEVELOPER (SOLO)
Designed and created in Trenchbroom
Playtested 4 times and iterated on to balance the difficulty to be fair but challenging
Key things I learned: Level Design, Encounter Design, Multiple difficulty balancing
GAME PROGRAMMER and ART DIRECTION (COLLAB)
Exercise in replicating style, vibe, and atmosphere
Key things I learned: setting up a scene, animation controllers, camera controller
Created the UI elements
Directed contractors to create the pixel art for the enemy and player character
GAME DEVELOPER (SOLO)
Designed and programmed in Unity
Key things I learned: Scope Management, Unity animation system
4 weapons with unique abilities
10 mechanically varied enemies
Wave based survival
GAME DEVELOPER (SOLO)
Designed and programmed in Unity
Key things I learned: boid algorithm, encounter design, level design
6 mechanically varied enemies
6 unique movement abilities
PROGRAMMER and LEVEL DESIGNER (GROUP)
Designed and programmed in Unity for VR
Key things I learned: how to script controller pointer input onto UI elements
Asynchronous gameplay between two players
LEAD PROGEAMMER and LEVEL DESIGNER (GROUP)
Designed and programmed in Unity for VR
Key things I learned: managing team members
7 distinct rooms with different puzzles and set pieces
GAME DEVELOPER (SOLO)
Designed and created in Trenchbroom
Playtested 6 times and iterated on to increase the fun and engagement of the level
Key things I learned: Player choices, non-linear design and balancing, polishing, bug/error fixing post launch