CHIAGOZIE OGBONNA
My name is Chiagozie, and I am a unity game designer/developer with the indie alias of Gozcorp Games. As a technical game designer, my skills includes gameplay design, level design, scripting design, mobile design and UX design. Essentially, I come up with ideas for a game, I create a prototype with specific game mechanics, pass it around other departments of the game development field for their feedback, integrate monetization and user interface then pass it on to the publishing/marketing team.
Creating a whole universe filled with fictional characters and stories then giving real world players a chance to be a part of it is my passion.
RELEASED PROJECTS
EXBOTS REVOLUTION
Game Description: An action packed run and gun platformer in which you guide a former military hitman to bring down his former bosses.
Studio: Gozcorp Games (owner)
Team Size: Solo developer
Platform released: PC, mobile, others coming soon
Duration: 7 Months(from prototype to production on mobile), 8 Months (from Concept to production on mobile), 5 weeks(for the upgrade to PC).
Tools: Unity, Visual Studio, Adobe Suite, Blender, FL Studio
What I did: Built and shipped the game completely from scratch. Created some of the assets including some sound effects, UI, some models, some textures, some shaders, and imported the rest from the unity asset store and opengameart, designed levels, progressions, and tuned major systems like game mechanics and monetization, hardware optimizations, and wrote dialogue.
Major Challenge: Designing and implementing challenging enemy AI behavior. In order to solve this challenge, I had to define different enemy types with unique behaviors and movement patterns. Technically using state machines to control enemy AI while considering factors such as enemy detection, pathfinding, attacking... Balance the difficulty curve to provide a challenging yet fair experience.
See the portfolio page for this game for more details and check out the development guide to see the game's history, inspiration, thought process and the development of the game.
BATTLESHIPS COLLIDE
Game Description: A 3D Action Spaceship shooter mobile game in which you play a returning hero who saves the remaining civilization from an evil intergalactic government regime.
Studio: Gozcorp Games (owner)
Team Size: Solo developer
Platform released: PC, Mobile, others coming soon
Duration: Version 1 (14 months, from concept to production), Version 2 (7 weeks, from concept to production).
Tools: Unity, Visual Studio, Adobe Suite, Blender, FL Studio
What I did: Built and shipped the game completely from scratch. Created some of the assets including some UI, some models, some textures, some shaders, and imported the rest from the unity asset store and opengameart, designed levels, progressions, and tuned major systems like game mechanics and monetization, hardware optimizations, and wrote dialogue. Partnered with an amazing publisher to distribute the game to other platforms
Major Challenge: Creating a seamless and immersive 3D space environment with believable physics. To solve this challenge, I utilized unity's physics system and rigidbody components to simulate realistic movement and collisions for the spaceships. Implement smooth camera controls and dynamic lighting to enhance the visual experience. Utilize sound effects and particle effects for explosions and other audio and visual feedback.
See the portfolio page for this game for more details and check out the development guide to see the game's history, inspiration, thought process and the development of the game.
ASSASSIN 3D
Game Description: A hyper casual game in which you play the lead character with the goal of assassinating enemies or escaping without being spotted by the enemies or surveillance cameras.
Studio: Gozcorp Games (owner)
Team Size: Solo developer
Platform released: WebGL, Mobile
Duration: 6 Weeks (from Concept to production)
Tools: Unity, Visual Studio, Adobe Suite, Blender, FL Studio
What I did: Built and shipped the game completely from scratch. Created some of the assets including some sound effects, UI, some models, some textures, some shaders, and imported the rest from the unity asset store and opengameart, designed levels, progressions, and tuned major systems like game mechanics and monetization, hardware optimizations.
Major Challenge: Implementing effective enemy and camera detection systems for the stealth gameplay mechanics. To solve this challenge, I developed AI routines for enemies to detect the player based on visibility, noise, and line of sight by implementing a field of view detection system for enemies. Using raycasts to check for line of sight. Implement a camera detection system to simulate surveillance cameras and their cone of vision.
See the portfolio page for this game for more details.
SPEEDSTER 3D
Game Description: A hyper casual game in which you play a speedster whose goal is to reach the exit through whatever means necessary by either dodging incoming projectiles or eliminating enemies that fired them.
Studio: Gozcorp Games (owner)
Team Size: Solo developer
Platform released: Mobile
Duration: A Month (from Concept to production)
Tools: Unity, Visual Studio, Adobe Suite, FL Studio
What I did: Built and shipped the game completely from scratch. Created some of the assets including some sound effects, UI, some models, some textures, some shaders, and imported the rest from the unity asset store and opengameart, designed levels, progressions, and tuned major systems like game mechanics and monetization, hardware optimizations.
Major Challenge: Implementing smooth and dynamic movement mechanics for the speedster character. In order to solve this challenge, I utilized unity's physics system to create a smooth and responsive movement system by adjusting rigidbody velocities based on player input to achieve the desired speed and movement. I also considered implementing roll and slow motion movement mechanics to enhance gameplay.
See the portfolio page for this game for more details.
MISSILE BALLOON
Game Description: A hyper casual game in which you guide a homing missile to as far into the world as you can.
Studio: Gozcorp Games (owner)
Team Size: Solo developer
Platform released: Mobile
Duration: 9 Days (from Concept to production)
Tools: Unity, Visual Studio, Adobe Suite, FL Studio
What I did: Built and shipped the game completely from scratch. Created some of the assets including some sound effects, UI, some models, some textures, some shaders, and imported the rest from the unity asset store and opengameart, designed levels, progressions, and tuned major systems like game mechanics and monetization, hardware optimizations.
Major Challenge: Implementing accurate and responsive controls for guiding the homing missile. To solve this, I used touch controls to allow players to guide the missile accurately. Implement smooth interpolation and damping to provide responsive and fluid movement. Test the controls extensively to ensure they feel intuitive and enjoyable.
See the portfolio page for this game for more details.
APPCAKE - IT COMPANY
Studio: AppCake (former employee)
Team Size: My team(10), Company size(varies)
Platform released: iOS, Android
Tools: Unity, Xcode, Visual Studio, Jetbrains Rider, Jira, Slack, Zoom, Application Time Doctor 2, Photoshop, GitLab, Sourcetree, GitHub for desktop 3rd party SDKs and company applications.
What I did:
Developed various functionalities including entire projects using Unity. Integrated 3rd party SDKs according to the company policies. Loaded application content dynamically through dropbox by parsing json data using newtonsoft plugin.
I was part of the team to develop various applications and games like I am sober app, dream app and various casual games for iOS and Android platforms, which encompassed a range of utilities and gaming apps(I'm precluded by NDA with the company from listing some projects I have worked on and revealing much at this point). We developed these applications and games in-house utilizing programming tools like C#, Unity and Swift.
I developed numerous functionalities and integrated various tools and SDKs needed for specific projects. While also efficiently organizing documentations for each tools and functions and updating their repositories on git.
I also mentored and guided a few junior unity developers with the systematic approach of project workflow and also provided reusable codes so as to be agile and improve efficiency and project development speed.
I regularly participated in the team video conference at least twice a day each working day of the week, regularly updated my project managers with progress reports on every project and task I have handled, its status, present challenges and expected completion time ensuring proper communication and feedback.
I communicated with QA engineers and testers and worked together to address and fix any bugs that may come up during development before sending to the production departments.
Additional Skills Learned:
Application development using Xcode.
Time and resource management using gitlab and the application time doctor.
Team building, collaboration and conflict resolution.
Slack and zoom for communication between teams and teammates.
Notion for project documentations.
Figma for UI designs and references.
Jira for Project Management.
GitLab Source control.
Source Tree and GitHub Desktop for managing git repositories.
See the portfolio page of the company for more details.
UNRELEASED PROJECTS
UNTITLED PROJECT 1 (COMING SOON)
Game Description: A single and multiplayer co-op game involving adventure, strategy, action, parkour and gory contents. Tells a tale of 2 adventurers who uses their skills to go around and find clues that lead to finding a mystic item with unforetold wisdom and wealth.
Studio: Gozcorp Games (owner)
Team Size: Solo developer
Platforms targeted: PC, mobile, others coming soon
Duration: In progress and unannounced
Tools: Unity, Visual Studio, Adobe Suite, Blender, FL Studio
Misc: An RPG dubbed "The greatest game I ever made". This game is intended to challenge myself and see how great and big I could single-handedly make a game. I have the documentation and project map and workflow ready.
It would feature medieval and fantasy creatures as part of an adventure and strategy based story-line. Using unity and its gaming services, this game is planned to feature co-op and multiplayer, procedural and static animations, mobile VR services, realistic movement mechanics, magic, parkour, physics based ragdoll. I intend to use a new technique of optimization using unity's job system and burst compiler from the Data Oriented Technology Stack to ensure performance and stability no matter the platform this game may run in. This game is inspired by Brothers - A tale of two sons and Assassin's Creed Black Flag. More details will be made after a fully fleshed prototype is ready.
UNTITLED PROJECT 2 (COMING SOON)
Game Description: A 3D single player inspired by african fiction tells the adventures of a warrior chief who leads a small army through an evil and enchanted forest in an effort to rescue the soul of a deceased princess, the king's daughter, from the hands of the king's own flesh and blood.
Studio: Gozcorp Games (owner)
Team Size: 2, Chiagozie Ogbonna and Chiedozie Marshal Okegbo
Platforms targeted: Mobile, others coming soon
Duration: In progress and unannounced
Tools: Unity, Visual Studio, Adobe Suite, Blender, FL Studio
PERSONAL PROJECTS
RPG SERIES WITH UNREAL ENGINE 5 (COMING SOON)
Goals:
To learn the fundamental game development concept using Unreal Engine and its related tools.
To learn C++ and all blueprint fundamentals.
To learn unreal engine's lighting system called Lumen.
To learn unreal engine's graphic rendering feature called Nanite.
To use all I've learned about unreal engine and do a remake of Speedster 3D with improved gameplay, graphics and mechanics.
To learn level design using Unreal Engine.
Studio: Gozcorp Games (owner)
Team Size: Solo developer
Link: GitHub Repository
Platforms targeted: PC and mobile
Duration: In progress
Tools: Unreal Engine 4, Unreal Engine 5.2, Visual Studio, Adobe Suite, Blender, FL Studio
INJECTION SIM
Goals:
To create an injection simulation in which a syringe draws fluid from a vial and injects the fluid into a mesh.
To advance my shader graph skills in unity.
To create a casual game prototype ready project
Studio: Gozcorp Games (owner)
Team Size: Solo developer
Link: GitHub Repository
Platforms targeted: PC and mobile
Duration: Completed
Tools: Unity 2022LTS, Visual Studio 2022, Blender 3.5 LTS
ICE CREAM SIM
Goals:
To create an ice cream simulation game in which ice cream is dispensed from a machine and into a cup
To advance my shader graph and spline tool skills in unity.
To create a casual game prototype ready project
Studio: Gozcorp Games (owner)
Team Size: Solo developer
Link: GitHub Repository
Platforms targeted: PC and mobile
Duration: In progress
Tools: Unity 2022LTS, Visual Studio 2022, Blender 3.5 LTS