I've worked on a few personal projects, though each one is more like a prototype than a finished game.
They have all had me working as a solo developer
Initially made in C++ and GLUT for a university application
Remade in the Godot Game Engine
Time to make: 2-3 weeks
Theme: Waves
Responsibilities: Game Design, Level Design, Programming
A simple platforming game about depression. It's got extremely simplistic gameplay, which made it a much harder game to level design for. The time to finish is extremely short, but it's still a game I can be proud of.
I expanded my understanding of tool creation and saving in Godot, as well as my understanding of shaders.
Made using C++ and GLUT for the 2020 GMTK Game Jam
Time to make: 48 hours
Theme: Out of Control
Responsibilities: Game Design, Level Design, Programming, Visuals
The idea was to frustrate the player through occasionally using incorrect inputs, random quits, tough enemies and no saving. On this end I succeeded but went too far, I consider completion of the game to be near impossible.
All the visuals are hard coded
A prototype for a 2D Metroidvania-Platformer made in 2022
Made using the Godot Engine
Time to make: 2 weeks
Responsibilities: Game Design, Level Design (visuals and sounds are mostly re-used assets that I had previously made)
I wanted to take a small mental break from university projects to play around with the idea of making a metroidvania. The point of this prototype is to test out the ideas I did have, and see if any new ideas would present themselves in the prototype, and some did. The ideas and design are on the shelf for now, but a design document is being worked on from time to time.
Assets are re-used from a university project, but are all mine
Made using the Godot engine for the Go Godot Jam 3 (not submitted for the jam)
Time to make: 7 days
Theme: Evolution
Responsibilities: Game Design, Level Design, Programming, Art and Sound Design
I initially did not know what kind of game to make. The theme was "Evolution", which lead to me eventually making a game where the enemies seem to adapt to your weapons, and the space itself would change over time. I wasn't able to do all of it, but I was able to make a good feeling top-down shooter. Players really enjoyed the game, though unfortunately it was disqualified due to unclear music copyright.
I have started design work on an expanded and proper version of the game, with my concept document near completion.
Made using the Godot Engine (Godot 4 alpha 14) for the 2022 GMTK Game Jam
Time to make: 24-48 hours
Theme: Roll of the dice
Responsibilities: Game Design, Level Design, Programming, Art and Sound Design
I was on holiday at the time but I wanted to participate in this game jam if I could. After some brainstorming on the theme, I decided to make the game with the sole purpose of making a tough 3D platformer centred around playing as a dice. As such, there are a limited amount of actions the player can do, determined by the number they roll when the dice comes to a stop. I was making the game while also packing up and trying to get back home, so it was all a bit of a rush to get it finished.
The difficulty is slightly higher than it should be, but it's a fun game nonetheless.
Due to time, I used a pre-made camera controller asset, though I had to change the come somewhat for it to work in the Godot 4 alpha that I used
Made using the Godot Engine (Godot 4) for the Go Godot Jam 4
Time to make: 10 days
Theme: Less is More
Responsibilities: Game Design, Level Design, Programming, Art and Sound Design
I looked forward to taking part in this game jam after having been unable to do so the year prior. After thinking about the theme, I decided to take inspiration from how messy my desk can get and combined it with the idea of multitasking, thus coming up with the idea of clearing a growing mess from your desk while playing a Bullet Heaven game on a computer on the desk. The "clutter" on the desk has a direct impact on the game, and clearing said "clutter" also has effects on the game. Developing the game was more challenging than I expected, and thus I was not able to initially complete major aspects of the game, such as the shop and player feedback.
The lack of player feedback is a major drawback, but players have reported finding the idea of multi-tasking interesting and fun.
During this project, I strengthened my 3D modelling skills (particularly with UV mapping) and improved my ability to produce 2D seamless tiles.