Earlier this year I published my first full game, Caster Disaster. I have to specific full game because in the past the games I have worked on have been ongoing projects, and short mobile games. But this was my first full look into game development from start to finish. And it was such an incredible journey and I am very happy with how it turned out. Caster Disaster is a free Point and Click puzzle game developed on Unity with myself and 5 others. The main environment is 3D and was modeled by myself and our level designer, whereas the interactables and characters are 2D and were created by three of our artists. The game follows Willy, an apprentice to the Master Caster who has accidentally turned said master into a worm. It is up to Willy to find a way to turn him back into a human before the end of the day. The game is littered with dad jokes and punny humor and is sure to be a laugh for most people. This game was originally concepted by myself 8 years ago in Highschool and it had been on the backburner since. But finally I had the opportunity to pitch the project and within 5 months we were able to publish. We scaled the project back significantly from the concept because we didn't want to spend too long working on it. Originally the game would allow the player to traverse the town to try to find all the necessary ingredients. The scaled down version now has the player only traversing the Masters house/shop for the ingredients.
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This previous year I participated in the Rogue Like Engine jam where I was tasked with not only creating my own game engine, but also creating a game to go with it. I ended up making my own 2D Game Engine using Windows Forms. I made a solid attempt at making a component system similar to Unity and created a wide variety of components for me to utilize such as: Primitive 2D shapes (Circle and Square), Sprites (Static and Animated), Colliders (Circle and Box), Rigidbody Physics, AudioPlayers, and UI Images.
I was able to implement Keyboard and Mouse input, and event handling for Mouse Interactions with UI/Colliders as well as event handling for Collision Detection for Colliders. The Curtonius Engine is open source and I would eventually like to change the rendering process from using the System.Drawing namespace to use the OpenTk namespace. I also developed a game to go alongside the engine called, The Ultimate Quest for the Golden Lillypad. I spent the majority of my time during the jam working specifically on the engine itself and left very little time for the game portion. So quickly I got to work designing a short roguelike where you play as Dwayne "The Frog" Johnson on their quest to acquire the fabled Golden Lillypad. The game features common Roguelike Elements such as: Grid Based movement, Randomly Generated rooms, Permadeath, and Turn-Based actions. I reutilized a tile palette set I made previously on my free time and made simple sprites for the character animations. When I finally got everything up and running I built the project and uploaded it to itch.io where you can play it for free!
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Malware Maze is a first-person shooter in Unity 3D. The game was developed for the ProcJam 2020 game jam on itch.io for PC. In the game the player is a virus program in the form of a tank tasked with navigating procedurally generated maze-like encryptions while avoiding / destroying the anti-virus programs. Players earn points for shooting anti-virus tanks and even more points for completing mazes.
Music developed by Mason Wolfrum
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Rocket Road is a vertical scrolling shooter in Unity 3D. The game was developed with mobile in mind with alternate PC build. In the game the player drives an ice cream truck down a street filled with obstacles, and must shoot a selection of vanilla, strawberry, or chocolate ice cream at the kids leaving their homes to purchase some of that tasty goodness that is ice cream.
When a child is hit with the correct flavor of ice cream the quota bar will raise, when the quota reaches the top the player wins the level. When a child is hit with the incorrect flavor of ice cream or the ice cream truck does not shoot ice cream at them at all, the child will become irritated and the demand bar will lower. When the demand bar lowers the number of kids coming outside will start to dwindle. Other collaborators on the project include Teresa Melendez.
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Balls of Steel is a 3D roll-a-ball platformer in Unity3D. This game currently features 32 levels, each one unique to the others. It involves a variety of different effects on physics/the ball to impact the gameplay such as Bumper blocks, Boost Pads, Size Changers, and Moving platforms.
Other collaborators on the project were: Steven Garcia and Manuel Sandoval
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The Tower Project is a 3D platformer in Unity3D. This game currently features a Main Menu, Node based map, 9 levels and 2 boss fights. The entire project was programmed by myself, and all the levels and boss fights were of my own design. The completed project will eventually have 72 levels and 18 boss fights.
The game takes mechanics from a variety of platformers such as springboards from the Sonic series, breakable/special blocks from the Mario series, and bonus rooms from the Donkey Kong/Rayman series.
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A collection of Post Processing Effect Shaders I have worked on recently using ShaderLab in Unity3D. This is an ongoing project and has been worked on and finetuned since college.
Since then I have created a brand new assortment of post processing effects that you should definitely check out in the video above. |
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