I find myself currently working on Pineapple Studios' debut title; Kingdom Jump which is currently in early access. A 2D Platformer built for mobile platforms. On this project I hold the position Lead Gameplay Developer and also manage in-game UI functionality as a programmer.
On the side, I am also developing an arcade kart racing game called GoCarting with a good friend. On this project we are making use of machine learning techniques to train AI racing lines and collision avoidance. The game follows many typical clichés of big hitting kart racers such as Mario Kart and Crash Team Racing featuring similar base mechanics including power-ups and driving physics.
... And as if I haven't mentioned on the previous two pages, I recently crafted a team, created a site and entered the Global Game Jam 2021 where we created Carpool, a top-down arcade game in which you play a car-fish thing (Can be a reference to Bushes Of Love if you would like it to be) trying to escape the big city by defeating thugs and collecting treasure. Because who doesn't like shiny things!?
And now, without further ado, several projects I had worked on over my time at university! (... And Carpool)
Carpool
Global Game Jam 2021 Entry
Carpool is something different. Play as a hybrid car-fish... thing? You must collect enough lost treasure and grow big enough to escape the city.
Eat enemies to grow in size but hope your eyes aren't bigger than your belly as a small fish in a real big pond. Bigger enemies will eat you alive spilling your treasures.
Roles:
Project Manager
Game Designer
UI Programmer
Audio Programmer
Police: A Serious Game
A serious game which aims to teach aspiring police officers how to go about situations police officers may face in their daily routine.
Multiple scenarios which teach the player how to handle Texting While Driving (Suspect interview on the move), Shop Robbery (Pursuit), Breach Of The Peace (Frisking) and Suspect Interviews are featured. A data bank with current legislation and a follow-up quiz also included.
Police was particularly enjoyable to work on as it was completely different from any work previously produced by myself and teams I've worked with. A lot of research went into the average day as an entry level officer on the streets. Many decisions following this research were made to add more 'juice' to the game as a method to keep aspiring officers interested.
Steve Fury: A Nomads Tale
Probably the most aesthetically pleasing game I've ever worked on. Steve Fury: A Nomads Tale is a 2D platformer completely designed from the ground up by a friend and I with the aim to showcase level design abilities.
The game makes great use of darkness, light, spacing and visual cues to guide the player through a vast and varying level which teaches the player how to play the game along the way.
The level is designed as a story. The fall of man followed by a three part fight back to the top. The game follows some typical game design techniques such as boss staging and spacing for boss fights.
Gangstarz In Space: A Prototype
Gangstarz In Space was another university project. This one had heavy focus on Project Management, Game Design, creating a prototype to your GDD outline and creating a pitch for the game.
Gangstarz In Space is a fast-paced, arena based Battle Royale type FPS game which makes use of PUN for P2P networking capabilities. The game is set... in space... and features a mixture of well known gangsters including Mecha-Al Capone as the show-runner among some other original characters such as a passive aggressive, male and female, two headed slug sportscaster duo.
Gameplay is FFA death match type as with many Battle Royales but also features AI enemies the players must fend off. While Battle Royale is the primary focus of the game, the game is also designed with team modes in mind such as CTF and TDM which both also feature AI enemies.
KeyBoard Warrior
KeyBoard Warrior is an original Click-To-Move RPG mashed together with a Type-To-Shoot mechanic.
The player plays as a typical internet 'keyboard warrior', mashing keys to defeat their enemies. Their hero? some nerdy dude wielding an RGB keyboard.
The player must progress through a forest, defeating enemies by typing quickly. Eventually making it to a dungeon where the game becomes a typical Click-To-Move dungeon crawler.
This project was thoroughly enjoyable to work on and at the time, was a great display of my versatility in design and development. The application of such niche mechanics was both arduous and enjoyable to work on.
Super Ball Busters Deluxe
Super Ball Busters Deluxe is a new take on the classic Breakout game featuring the addition paddles on multiple axes and no bounds wall but the players paddle to keep the ball in play.
This project is the oldest I have featured here, hence the poor design. I featured this more because I like the basic idea of this adjustment to a game we all know and love. If I went back and rebuilt this, I would like to adjust the scaling (The bricks are huge and often off centre), use of colour and a points system based on those colours as well as some other modes like a time-based survival mode.
The game also featured a local multiplayer which is not noted in this video as it is not included in this build. It uses two separate sets of keyboard inputs to allow one player to control X-Axis and the other to control Y-Axis paddles.