About ScaredyCatGames & NeKowai
 About ScaredyCatGames & NeKowai
After graduating from UCSD, NeKowai found themselves working as a Localization Quality Assurance Tester on One Piece Odyssey at GameScribes. Since then, they've been enamored with game development and threw themselves headlong into crafting gameplay experiences. Since enrolling in the Otis Game Design program, NeKowai has built 8 personal projects and worked on 3 collaborative projects. Each project started as a learning opportunity, focusing on specific mechanics and different aspects of Unreal Engine. Outside of the Matrix, NeKowai has interned as a Game Designer/Programmer at Indie Design Network, as well as worked as a Demoist for Star Wars Outlaws, Rainbow Six Siege, and Assassin's Creed Shadows for Ubisoft.
A third person action hack and slash inspired from Gears of War and Lovecraftian horror. Designed and created combat systems, enemy AI behavior, UI / widget layout, resource economy, sound design, and character design. Created intricate death VFX combining multiple materials, meshes, and mechanics to show damage and destruction.
A bullet hell with an extensive upgrade tree, varying enemies, and special bosses. Designed systems for spawning enemies, narrative conversations, upgrades, and settings.
Grapple-platformer. Movement based movement, build up speed (and collect boosts) to reach ever higher heights to obtain the ultimate goal. Created grapple mechanic and controls, minimap, and cutscenes.
A card game loosely based on solitaire, stack the cards in lowering value according to their suites. Automatically draws the top card from the deck to keep the bottom 5 cards in your "hand" filled. To avoid getting bricked, extra slots and a randomize hand button is included.
A game for creating and testing mechanics, the last dog on Earth picks up a gun to fight back against alien overlords. Focused on Level Sequences, Destructible Meshes, 3D Modeling and Animations, Materials, Post Processing, and Level Design. Mechanics included switching camera perspectives, movement states, gun mechanics, pick up and use interactions, and smell-o-vision.
A visual novel following Pobber Dogger as he explores the world to help his friend Hatsune Miku. Initially used to explore widget functionality, evolved into a completed Game Design Doc with cohesive narrative, outlining 3 separate games all packaged into one.
The second game NeKowai made. Also for class, this one was made with the idea of implementing scoring systems, both temporary and permanent boosts, and platforming level design in mind.
The first game NeKowai made. Created in 2 weeks due to misunderstanding what the homework for the first games design class was. A platformer including health, a timer, and knockback.