Flak Turret Simulator
Academic Project
Genre: First-person Turret Simulator
Engine: Unity
This project, in which players control a flak turret, was created with immersion (kinaesthetic flow) as a key focus. I put care into gameplay aspects such as the camera, audio, and visuals to
build up the theme of operating an anti-air gun against hostile bombers during the world wars.
As mentioned here, I created the turret model for this project. Although I was not expected to use complex models, I deemed that getting the turret to look accurate was very important for my project. Particularly because I intended for the camera to placed so that players would be "sitting in" the gunner seat.
With the short production time, it was crucial that I prioritised elements of the project that would be most helpful in conveying the experience. In retrospect (two years later), there are things I definitely would have done differently to further improve the project - using louder and randomised cannon firing SFX, additional mechanical SFX, and implementing camera shake - to name a couple, though I am still reasonably satisfied with the outcome.
Echoes from the Dirt
Academic Project
Genre: Worldbuilding Bible
Engine: n/a
Unlike most other projects and works displayed on this site, this was entirely a writing project. Over the course of a few months, I gradually wrote up and assembled the necessary elements for a worldbuilding bible for a fictional world and a narrative within said world. Through this project, I was able to learn both the process and intricacies of creating a bible for a fictional world to be used in any applicable media (games, film/television, etc.).
The conceptual question I thought of that would guide the creation of the world and the story was:
"What if on a planet similar to earth, the essence of the dead attempt to return to the living world by taking over the body of a nearby living person if not disposed of quickly enough?"
Unfortunately, I will not make this bible available on this site. For formal/serious review purposes please send me an email using the email button in the home screen.
Custom Portal Levels
Academic Project
Genre: 3D Portal Puzzles
Engine: Portal 2 Community Test Chamber
This project was a good practice in working with predetermined gameplay assets and behaviours. This particular restriction was very useful for me especially because most of my other academic projects (be it solo or team projects), spoiled me with environments in which I had varying degrees of control over both what assets went into the games and how they would behave within the game world.
Aside from that, I was also able to take what I learned while designing the 2D puzzle levels for Soulcaster, and apply them to designing puzzles in a 3D space while working with the added complexity of the extra dimension that I previously had not needed to consider.
Available on Steam through Portal 2