Game Design
Gaming has many connotations today. Violent. Multiplayer. Addictive.
I aim to change this. Or at least try.
Paintings - quite possibly the oldest artform - are a visual medium. Songs and Poetry are a vocal medium. Books are the medium of the imagination. Films are a wonderfully expensive mix of a range of these mediums.
What's missing? Interaction.
No medium lets you become a part of the art without being the artist yourself.
No medium, except video games. The interactive medium.
My interest in video games began as a kid playing Crash Bandicoot on a GameCube and Portal on PC. My dream job was video game tester - before I knew this actually meant spending your days trying to break games, instead of play them. At the time I had no interest in making games as I thought it just meant lots of code, and the majority of games I played either involved jumping or shooting.
That was until my dad showed me the Secret of Monkey Island. It is no understatement that this game changed my life. I still hear the ticking of that Clock in Mêlée Island to this day.
The Monkey Island series showed me that games could be more than shooting or jumping. They could be weird and funny, they could break the 4th wall.
The moment I finished the first game, I wanted to make my own.
I aim to change this. Or at least try.
Paintings - quite possibly the oldest artform - are a visual medium. Songs and Poetry are a vocal medium. Books are the medium of the imagination. Films are a wonderfully expensive mix of a range of these mediums.
What's missing? Interaction.
No medium lets you become a part of the art without being the artist yourself.
No medium, except video games. The interactive medium.
My interest in video games began as a kid playing Crash Bandicoot on a GameCube and Portal on PC. My dream job was video game tester - before I knew this actually meant spending your days trying to break games, instead of play them. At the time I had no interest in making games as I thought it just meant lots of code, and the majority of games I played either involved jumping or shooting.
That was until my dad showed me the Secret of Monkey Island. It is no understatement that this game changed my life. I still hear the ticking of that Clock in Mêlée Island to this day.
The Monkey Island series showed me that games could be more than shooting or jumping. They could be weird and funny, they could break the 4th wall.
The moment I finished the first game, I wanted to make my own.
SpacePointWhilst an ultimately unfinished project, this old-style point-and-click adventure game gave me the basic understanding of game design and C# scripting.
SpacePoint follows a teenager who wishes to repair a crashed ship to explore the stars. Based on the Sierra-style games of the past, this game involved talking to people and collecting/using items to solve puzzles. |
CritoCrito was the first 3D game I completed with Unity. Whilst this game was far from perfect and full of bugs, it was a ground-breaking in driving me to do more with Unity.
Programming was the greatest challenge in completion of this project as I had very little idea of basic coding logic (apparently "==" is a thing). I used a student Licence of Maya to create the 3D models in this game and thus am unable to publish this project publicly. |
Setting of the SunMy most recent, and soon to be completed, project. This Unity game is a far more experimental experience than anything I have made in the past as there is no definitive gameplay. Unlike SpacePoint and Crito which both involve puzzles for the player to solve, this game simply presents a series of memories to the player, as we experience the moment before death. Whilst the player can walk around and experience these memories, sometimes even take photos, there are no puzzles or challenges, simply a story that exists around you.
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