Projects
Summary:
Edden Forest is an action-platformer in the metroidvania style and was my capstone project for LaSalle College and it was in development for roughly 9 months.
The protagonist and prince, Jonah, ventures forth to the 3 great temples scattered around the kingdom of Aesthyria after a terrible disaster known as "the Crawl" corrupts and desecrates the land, and demons appear to revel in its wake. He hopes by reactivating them, he can restore life to this dying land and rid it of the Crawl.
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The current build includes:
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A basic movement system built from the ground up including a prolonged jump/double jump feature
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Combat with a slash attack and 3 spells to choose from;
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Lightning - A powerful spell which clears all enemies from the screen
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Icy Blast - A radial attack which blasts everything in a radius around the player with ice, freezing certain environmental hazards and slowing enemies.
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FireBall - A ball of flame which can be aimed in any direction and fired as a projectile, dealing damage to enemies or burning away certain environmental blockers
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1 metroidvania style level with many environmental hazards and blockers which encourage player exploration
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A checkpoint system which allows the player 3 chances to keep their level progress when they die
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3 enemy types;
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A demon that patrols back and forth and kamikazes into the player, dealing damage and dying on impact
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A gargoyle that sits in wait for the player and fires projectiles at them when in range
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A bat which flies at the player when in range dealing damage on impact and pushing the player slightly
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1 Boss encounter: A fiery demon which causes explosions all around its arena and teleports when hit by the player
All sound and art assets are from free asset packs or internet image searches. I do not own any of them except for the player's health bar and spell display. This game is not for sale as it is only for use as a portfolio piece to showcase my game design abilities.
Download can be found here: https://dedgamedesign.itch.io/edden-forest-demo
Development:
This project began as something very different and far too ambitious. It started as a 2D rpg but in reverse. Rather than becoming more powerful and facing ever greater threats, the player would gradually lose power over the course of the game and enemies that were once easy would become more difficult.
I quickly learned this idea would be far more difficult to make fun and ended up retooling it to something more akin to its final product. Even still, I had underestimated the amount of time things would take and ended up very over-scoped. Initially intending to make 3 levels each with its own unique sets of enemies and hazards. On top of all of this, I was still getting used to Unity and my scripting skills were extremely limited. About midway through development I ended up scrapping and overhauling almost all of it.
In the process, however, I learned a great deal about making highly modular prefabs and far more efficient code. I also learned the value of planning, early prototyping and playtesting, and proper scoping. I like to think that by forcing myself to use Unity (a software I was far less comfortable with, at the time, compared to Unreal) for my capstone project, I really pushed myself to learn and came out of it with a stronger understanding of the development process as a whole.
During my time at LaSalle College, I worked on a group production project entitled ‘Morbid’.
It was a 3D, third-person, puzzle adventure intended to be in the horror/thriller genre. In it you play as protagonist and successful architect, Jeff, who returns home one night to find his infant son kidnapped and his mansion inhabited by hellish creatures. The player must make their way through the mansion, collecting items, solving puzzles and finding clues to reveal the events that lead to this night and locate his missing child. All while avoiding or neutralizing enemy creatures that will attack Jeff on sight.
As our first true foray into game development as a team it was a great learning experience and was often fun to develop, though it turned out differently than how we’d originally envisioned it. We began pre-production in January of 2018 and development ran from April, 2018 to December, 2018.
Officially I was our lead UI designer, however I was often required to fill other roles when needed and consulted on many aspects of the design.
Download can be found here: https://morbid-productions.itch.io/morbid
"Campfire"
Liminal VR
Another group endeavor from LaSalle, this project was a rather unique opportunity
Liminal VR is a development studio from Australia who specializes in VR experiences meant to induce a wide range of emotional and cognitive states. But mainly to relax or energize the user. After each experience, the player is asked how they are feeling and given a range of emotions to choose from. Once they select how they're feeling they rate the feeling based on intensity from one to five.
It's companies like this who pave the way for our industry to be about so much more than entertainment and really show what good gaming can do for the world and I, for one, was ecstatic to be able to participate in the creation of such experiences.
Our Idea was simple. The user would be seated at a campfire on a beach in a beautiful valley surrounded by mountains. The campfire swells and shrinks with a subtle rhythm that the user is encouraged to sync their breathing to for optimal relaxation. In the background, crickets chirp and nature sounds fill the evening air and, once the night arrives in earnest, fireflies dance around the clearing and on the lake. The experience is meant to encourage complete serenity in the user.
I was responsible for consulting on environment design and building our 3D sound effect prefabs, as well as finding various free sound and art assets to use.
It was very interesting to work with VR technology for the first time, though it was made easy with the proprietary Unity plugins we were supplied by Liminal. I would love another opportunity like this one.
In September 2020, this project was released to the public on the Liminal App as outlined on their Facebook page -
For more information on Liminal VR visit their website: