Game Name: Blink
Genre: Puzzle Platformer, 2D Side Scroller
Objective: Complete three levels by solving puzzles and reaching the end.
Story: Robin, a renowned magician, was celebrated for his performances at a traveling circus. His magical hat, the source of his power, captivated crowds and made him the star of the show. However, jealousy spread among the circus folk, leading them to steal his hat. Now, Robin must venture through the circus, from the haunted house to hidden, darker rooms, solving puzzles along the way to reclaim his hat and his magic.
Core Mechanics:
Puzzle Solving: Interact with doors, buttons, and platforms to progress through each level.
Enemy Encounters: Strategically eliminate enemies blocking the path to the goal.
Swapping Mechanic: Allows Robin to throw a card and swap positions with any swappable object or himself, opening up unique ways to navigate obstacles and reach distant platforms.
Slow Motion: Enable a slow-motion effect to make precise throws or swaps without a time limit, allowing for greater control in challenging sections.
Checkpoints and Health: Robin has one life and must restart from checkpoints if he encounters hazards or enemies.
Roles: Programmer, Sound lead, Level Designer
Milestone 1: Proof of Concept Prototype
In Milestone 1, I developed the foundation of our game by implementing core mechanics, learning Unity and C# from scratch, and collaborating with teammates to establish a strong framework for future development.
Implemented Core Gameplay Features:
Created scripts for player movement, shooting, and object swapping.
Added mechanics for time slowdown zones and enemy shooting.
Enhanced Gameplay and UI:
Established intuitive controls for player shooting (R) and time slowdown (Q) for accessibility.
Implemented a system where the mouse cursor directs player shooting.
Collaboration and Testing:
Worked with BFA students to brainstorm future level designs and ideas.
Assisted with filling in the TDD and debugging initial systems for the project.
Technical and Design Challenges:
Spent extensive time learning Unity and C# as a first-time user.
Debugged both the Unity prototype and the initial logging system for the project.
Overcame challenges of balancing work across multiple modules, including assignments, tests, and quizzes.
Milestone 2: Functional Prototype
In Milestone 2, I implemented and refined core gameplay mechanics, enhanced UI and controls, collaborated on level design and animations, and balanced gameplay through playtesting, to deliver a polished and functional prototype for our tutorial level.
Implemented Core Gameplay Features:
Redesigned scripts for player card throwing, enemy bullets, and player/enemy interactions.
Introduced player movement mechanics, card cooldown UI, and hover highlighting for swappable items.
Added functionality for buttons opening doors and enemies patrolling with damage mechanics.
Enhanced Gameplay and UI:
Developed intuitive keyboard and mouse controls based on feedback and iterative design.
Added waypoints for balanced difficulty since players have only 1 HP.
Implemented time-slowing mechanics and refined aiming using mouse cursors.
Collaboration and Testing:
Worked with BFA and IMGD teams on level design and gameplay balancing.
Incorporated Unity animations for visual polish and conducted multiple playtests for feedback.
Consulted with design professors to refine game mechanics and ensure playability.
Technical and Design Challenges:
Spent significant time debugging Unity issues and enhancing the prototype.
Balanced game mechanics to make gameplay fun, intuitive, and challenging.
Improved my Unity skills through self-learning and implemented animator-driven interactions.
Milestone 3: Pre-Alpha Prototype
In Milestone 3, I worked on porting the gameplay prototype from Unity to a custom engine, resolving numerous challenges in scripting, debugging, and adapting to the custom engine's editor while maintaining the core mechanics and functionality.
Implemented Core Gameplay Features:
Removed unnecessary controls like the "press E" button for swapping to simplify gameplay.
Enhanced Gameplay Mechanics:
Adapted gameplay mechanics from Unity to the custom engine, maintaining core features like card throwing with right-click.
Adjusted aiming mechanics by removing the arrow and "E" requirement, focusing on simplicity pending further playtesting feedback.
Collaboration and Testing:
Worked closely with teammates to resolve bugs and scripting challenges, including merge conflicts and editor changes.
Reported issues promptly and collaborated with the team to implement fixes.
Communicated regularly to ensure timely completion before the deadline.
Technical and Design Challenges:
Spent extensive time learning and scripting in the custom engine, which posed significantly more challenges compared to Unity.
Resolved bugs related to scripting changes, checkpoint activation sprites, and merge issues.
Balanced the demands of the project with academic obligations, sacrificing sleep, meals, and other priorities to meet deadlines.
Milestone 4: Alpha
In Milestone 4, I focused on developing the second level prototype using Unity and a custom engine, introducing new gameplay features, improving audio, and refining game design based on feedback.
Core Gameplay and Features
Developed scripts for locked doors and key collection in Level 2.
Fixed movement physics and made significant design changes in Level 1, such as removing movable boxes, revising controls, and adding player-kill mechanics with anvils.
Game Design Enhancements
Adjusted Level 2 based on feedback, incorporating new props, enemies, and environment changes to improve gameplay flow.
Simplified controls for swapping and body movement to improve accessibility.
Audio Design Contributions
Created and mixed BGM and SFX for the game, learning techniques like noise reduction and audio track layering.
Experimented with sound creation methods, including innovative approaches like recording sounds with a dog wearing shoes.
Collaboration and Testing
Consulted with teammates and professors to refine gameplay and implement adjustments in the custom engine prototype.
Communicated effectively to ensure smooth coordination between design and art teams.
Milestone 5: Beta
In Milestone 5, I focused on finalizing the third level prototype, enhancing UI and gameplay features, and integrating audio to elevate the player experience.
Core Gameplay and Features
Developed and animated a dynamic pause menu with hover effects for buttons (e.g., resume, quit, settings).
Added a Key UI feature to display when players collect keys.
Improved Level 3 by expanding platforms, extending timers, and adding tutorial instructions to Level 1.
UI and Animation Enhancements
Revamped pause menu animations to improve visual feedback when buttons are hovered over.
Synced footstep audio with animations and randomized their playback for added realism.
Audio Design Contributions
Mixed and synced audio for cutscenes and gameplay, ensuring appropriate volume levels and smooth transitions (e.g., fade-in and fade-out effects).
Worked extensively on sourcing, editing, and implementing BGM and SFX, advised by professors.
Collaboration and Testing
Conducted playtesting for all levels and incorporated feedback to improve gameplay and storytelling.
Planned and implemented cutscenes to enhance the narrative and player immersion.
Milestone 6: Gold
In Milestone 6, I contributed to finalizing the game, focusing on enhancing checkpoint systems, camera panning, and overall polish through testing and iteration.
Core Gameplay and Features
Redesigned checkpoints to allow reactivation, reducing player frustration in challenging areas.
Added camera panning to guide players when doors open outside the camera view.
Simplified and balanced the final level by increasing platforms and adjusting timers.
UI and Gameplay Enhancements
Improved button animations for the confirmation prompts (e.g., "Yes" and "No" buttons) to create a dynamic and interactive UI.
Added instructional UI for teaching new mechanics like slowdown.
Audio Design Contributions
Mixed and implemented audio for cutscenes and in-game mechanics, ensuring appropriate volume levels and seamless integration.
Recorded, sourced, and edited BGM and SFX in the studio with the professors.
Collaboration and Final Testing
Conducted extensive testing with teammates, friends, and family to ensure intuitive controls and solvable puzzles.
Prioritized art tasks with the BFAs to deliver timely and high-quality assets.
Game Name: Picture Perfect
Genre: Single-player 3D Point and Click, Analog Horror Puzzle Game focusing on Surrealism
Objective: Play as an artist with the ability to match and superimpose paintings onto reality, bringing the subjects of the painting to life
Story: Throughout the game, the player searches for their missing mother in a corrupted reproduction of a lucid dream environment.
Core Mechanics:
Painting aligning: Align paintings to match the world environment and alter it
Puzzle Solving: Explore the environment to discover solutions to puzzles (e.g., using paintings or items).
Health: The player has one life and must restart from checkpoints if a hazard is encountered.
Roles: Game Mechanics Designer Lead, Programmer, Sound Designer, Level Designer
Milestone 1: Gameplay Vision/Engine proof
In Milestone 1, I collaborated with my teammates to brainstorm a game idea. We consulted with professors to ensure that our concept was feasible. I was responsible for creating the Unity prototype to showcase the core game mechanic: aligning a painting with a game object in the environment to change it. Additionally, I assisted the design lead in creating a level for the gameplay.
Implemented Core Gameplay Features:
Developed the core game mechanic in the Unity prototype.
Created a short level to playtest the game mechanic.
Implemented Sound:
Integrated sound effects (SFX) and background music (BGM) into the game.
Collaborated with the sound lead to ensure the SFX and BGM were implemented correctly.
Collaboration and Testing:
Worked with the UX/game designers (UXGDs) to ensure the game mechanic and sound were effectively demonstrated.
Playtested the short level with teammates and other participants, adjusting the game mechanic based on feedback to optimize controls and the overall feel of the game.
Technical and Design Challenges:
Undertook extensive brainstorming, rejecting and refining ideas to arrive at the best game concept that was both feasible and achievable.
Spent significant time figuring out the optimal way to implement the core mechanic, ensuring that the painting alignment system was user-friendly and adaptable for future puzzles and levels.
Continuously redesigned and refined the levels to ensure the gameplay was not overly difficult but remained fun and intuitive.
Milestone 2: Prototype
In Milestone 2, I collaborated with the designers to create a playable level, which included the garden area and the corridor (pit puzzle) area. We had multiple consultations with professors to ensure the core game mechanic was effectively showcased and provided an engaging experience for players. I continued working on the Unity prototype alongside another teammate to develop the playable level.
Implemented Core Gameplay Features:
Created a complete level with transition to the next level
Refined the painting alignment mechanic to provide a more seamless transition
Art Creation:
Developed 3D art assets using Blender (e.g., statues).
Created painting art using a painting shader.
Implemented Sound:
Integrated updated sound effects (SFX) and background music (BGM) into the game.
Collaborated with the sound lead to ensure the SFX and BGM were implemented correctly.
Collaboration and Testing:
Worked with the UX/game designers (UXGDs) to ensure the game mechanic and sound were effectively demonstrated.
Playtested the short level with teammates and other participants, adjusting the game mechanic based on feedback to optimize controls and the overall feel of the game.
Technical and Design Challenges:
Spent considerable time working on the Unity prototype to create a well-designed, intuitive playable level.
Redesigned and refined the initial level concepts to ensure high quality and engaging gameplay.
Milestone 3: Vertical Slice
In Milestone 3, the team focused on porting the gameplay from Unity to the custom engine. Additionally, we worked on developing a tutorial level and a main menu. My primary responsibility was creating the tutorial level in the custom engine. As the lead programmer for the game mechanics in Unity, I worked closely with my teammates to port the mechanics to the custom engine, ensuring they functioned as intended.
Core Gameplay Development:
Designed and implemented the tutorial level in the custom engine.
Assisted with porting scripts and functionality to the custom engine.
Technical and Design Challenges:
Spent time learning and adapting to the custom engine's architecture.
Identified and resolved bugs that needed fixing before further development could progress.