The mobile games industry has outgrown the competition which is one of the reasons I have developed a number of projects to the platform. The other reason is that I understand the importance of finishing what you start, by making casual, highly re-playable game-play loops I am able to produce finished products to a level of quality suitable on the platform.
I have programmed and developed each project from scratch within the Unity engine.
I created Earth Intruders as a homage to Space Invaders, I wanted to stay true to the arcade-like feel and keep the level of intensity induced in the later stages, while incorporating new game-play mechanics. I learnt how to organise my code professionally for others to use in this project as well as how to keep it efficient through the use of inheritance. I am particularly happy with the homing missile system code.
This is Momentum Swing, I wanted to create a hyper casual one touch input game with a high level of re-playability which uses a unique core mechanic. It uses a third party website to apply banner advertising to the top of the screen, out of the way of wandering thumbs, and keeps track of players high scores so they can show off to their friends.
While I am happy with the overall quality and gameplay I believe I could improve the UI design to give it a cleaner look and feel, I would also like to add progression in the form of unlockables, giving the player new swings, each with their own unique flower animation.
Kinja is the first project I completed, I designed a Zelda inspired dungeon crawler to be played on mobile and completed all the development single-handedly. I made the core game-play interesting through the use of multiple abilities and different enemy types and gave the player a sense of freedom and choice through the open world/multiple path dungeon level design.
Sculpto is the accumulation of a group project, I programmed and animated the entirety of it as well as completed most of the in engine editing. It is Pictionary meets sculpting, a team based augmented reality party game which requires a level of artistic talent. I learnt how to use the Vuforia plug-in to create an augmented reality game and also furthered my programming understanding of lists by writing an undo button for the players.
Dash break was programmed and developed by myself, I created an unlock able item system where the player could collect currency through random enemy drops or by completing stages for the first time and use it to buy new characters and stages. Each individual character also has its own lore which can be dropped by enemies as well as they’re own flavourful power-ups. this is all handled by the game manager in the same place making for the good performance a mobile device requires.
Shader Toy began as a way for me to learn the Unity shader graph as well as improve my knowledge of touch screen user interface design and programming. It is a simple toy that lets its user modify a shader and create something they can show they’re friends. I would like to improve it by adding a feeling of mastery and improvement through the introduction of complex touchscreen controls, such as the player needing to make a “zig zag” pattern or swirl.