A hill climb game similar to the popular mobile app, "Hill Climb Racing". We used industry methods of Project Management and what it's like to develop a game as part of a team and work effectively together.
This assignment followed a (typical?) production layout for a team answering to a client. The team consisted of three programmers and designers. We went through pitching and documentation phases at the beginning. And the actual making of the game towards the end.
We had five weeks to create this, so excuse any lack of polish or bugs that prevent the game from functioning the way it probably should. But hey, at least it has procedural terrain generation!
Implementing Terrain generation and modifying it for a 2D environment, with help from another team member
A C++ game implemented in a custom framework (that was supplied) which takes the lightcycle game from Tron but translate it into a 2D top down grid based game. Supports up to 4 players and the aim is to avoid your opponents' colour trails, and the white dead zone blocks scattered throughout the grid.
A game jam that involved myself and two others. The theme words for this jam were Roam, L (the letter) and Flaws. This jam lasted for 5 days...
Lost in Lygon Square is a 2D styled Metroid-Vania game where you control a Lion and start out over powered (OP). You collect objects around a maze like level which "nerfs" (balances) you, so you can access the flawed objects hidden in the level
"Shared house is a game that explores the idea of personal space, but not just personal to you, but personal to others. You are a new member of a shared house who is home alone. The game was made to question how far is too far when exploring someone else's personal space and to question a player's curiosity. Sometimes we want to learn things about others, but the things we learn about people can't be as easily unlearned. The house is filled with secrets about the other members, specifically your new housemate across the hall. How far will your curiosity take you?" - Noah Seymour, Lead Designer
Do note, this game was developed for SteamVR. You do need a HTC Vive or supporting SteamVR device.
Another game jam with myself and one other (designer). This time the theme words for this one was Cascade, Sundown and Split. The jam lasted 5 days like the one back in September (Lost in Lygon Square).
Another disclaimer, this was kind of nowhere near finished. A lot of time was taken up by me figuring out a procedural terrain generation, then modifying the mesh creation of it to make it support low poly. And dealing with Unity's maximum limit of 65k vertices for a mesh...