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Fully Unmanned Cleansing Killbot
Platforms: PC, Mac, Unity Webplayer Engine / Software: Unity 3, Maya, Photoshop Team Size: 2 Duration: 4 Weeks This is a Unity side-scroller game I created at Academy of Art University during the Spring 2011 semester. It's 1 of 7 rapidly prototyped games I shipped during a 15 week course. Fully Unmanned Cleansing Killbot is a side-scroller where you play a giant customizable robot bent on world destruction. My partner on the project, and I built the entire game in 4 weeks. I completed the majority of the coding tasks while he completed most of the art assets. The design was split between us. He came up with the concept and many of the game mechanics, while I completed the level, unit designs, and spent a lot of time balancing the upgrade system. The game won silver at GameDesignLaboratories.com and was shown at the 2011 Academy of Art University Spring Show. |
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Hide the Stash
Platforms: PC, Mac, Unity Webplayer Engine / Software: Unity 3, Maya, Photoshop Team Size: 2 Duration: 2 Weeks This is a Unity puzzle game I created at Academy of Art University during the Spring 2011 semester. The game is a sequel to a previous game produced by Doug, Hide Mubarak's Money. The object of Hide The Stash is to move colored crates to their matching end palettes using a forklift with limited movement options. My primary job on the project was to improve and expand the C# code from the first version of the game. As Doug completed more complex designs, I added support for new mechanics such as hidden end palettes and multi-crate levels. I also produced all the final art assets using Maya and Photoshop. The game was shown at the 2011 Academy of Art University Spring Show and received the Best in Category Award for Level Design. It shared the award with Transportation Rampage. |
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Transportation Rampage
Platforms: PC, Mac, Unity Webplayer Engine / Software: Unity 3, Maya, Photoshop Team Size: 1 Duration: 1 Week This is a 1 week Unity game I created at Academy of Art University during the Spring 2011 semester. In the game, the player controls a giant wrecking ball and must clear cars and SUVs off the streets while avoiding pedestrians and helpful public transportation across 10 levels. The concept was a result of my frustration at having to deal with San Francisco traffic. All development tasks were performed by me and I completed the game in 1 week. The game won bronze at GameDesignLaboratories.com. It was shown at the 2011 Academy of Art University Spring Show and was the co-recipient of the Best in Category Award for Level Design. |
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