This section is for work I've done on Unity based projects.

Labyrinth Lookout

This project was to keep my skills fresh before embarking on bigger projects. Started with an old retro game from my childhood Lady Bug and decided to see what I could do to mix it up from there. This was my first foray into heavily dealing building games for both a PC and Android platform. It definitely challenged me on several areas, especially dealing with different control schemes and different game resolutions across multiple platforms.

  • Old arcade gameplay elements: Lady Bug style maze and timer with Q-bert floor color change gameplay
  • Turn based and Real Time versions of the same game both included
  • Procedurally generated mazes that drop into a created frame work in order to allow for a changing gameplay within reasonable limits
  • 5 levels with increasing difficulty (monster speed and game goals change)
  • Multiple Control schemes (Keyboard for PC, on-screen gamepad, tilt, and touch controls for mobile)
  • Art and Animation Assets modified from assets from Perpetual Division Retro series (Retro Pixel Dungeons and Retro 2D heroes)

 

Android APK, Windows Executable, or Mac App available on request


Rampaging Wizard

This was my final project for my Game Design Bachelor Degree. I worked with a team of five other people over the course of five months to create this game from design pitch to final art. I was Project Lead, Mechanic Design Lead, Animation Lead, and Lead Programmer.


Unity Robotron

This was my first start to finish game in Unity, completed while working in a team of four. The theme for the project was to reinvent a classic arcade game in Unity. I was the lead AI designer and the C# coding support for the team.


Scraps Level Concept

This was my first team project in Unity. Lots of learning about how to create a cohesive level with multiple people working on different sections simultaneously. Also, I learned how to really dig into Unity and take apart other people's work to figure out how it worked and to help them fix issues they were having.  I was the designer / developer for the first part of the level, the organizer for the Perforce code repository shared between teammates, as well as the C# guru for the team. I learned a lot from working on this project, and while the final project probably wasn't as polished as it could have been, I'm still proud of the work and effort I did. I present it here, warts and all:


Awaken to Disaster

First full level design in Unity. It was interesting shifting from dealing with a purely programming model (as I was used to in business programming) to what at first felt like a mix between a 3D modeler and Visual Studio. It was fun learning to apply old skills (designing, testing, debugging) into this new environment. The video below is the level walkthrough that I narrated over for the final assignment.