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UNITY

UNITY

Overview

These images are a collection of the game prototypes I have been involved in while I was at SAE Institute. Currently I am working on my own games with graduates from SAE Institute. I have incorporated a range of ideas, documents, designs, user interface, mechanics, implementation, models, textures, scripts and leadership throughout these projects. Project builds can be downloaded for these below.

Tools       Platforms

Unity        Windows

ELEMENTAL QUEST

Team Members

Myself (Project Lead, Design Lead & UI)

Dylan Schoffer (Lead Programmer)

Aaron Ross (Lead Artist & Designer)

Luke Stephenson (Designer) 

Timucin Sezai (Animator)

Nick Smeed (Sound Effects Engineer)

Ersin Selvi (Music Engineer)

Overview

Elemental Quest is a turn-based battle game where the player will use various abilities and skills to defeat the evil creatures that threaten your existence.

Battle through multiple battles to power up your character. Each creature you battle has different abilities that will test you in battle. Timing your abilities and knowing how the enemy battles will be the key to your victory. Cycle your abilities to stay alive in your quest to remove the evil creatures from existence.

The art style for Elemental Quest was a 2D low poly art style that provided a clear and simple understanding of the game to the player.

My role in this project consisted of leading the team in the design of the game and the management of the game. I made sure the team was communicating, had tasks and were happy with what they were creating. The team and I designed the player's abilities, the fundamental mechanics of the game and the story behind the game. When I was not managing and guiding the team throughout the course of the development, I was working on the User Interface for Elemental Quest. It was a tough process that resulted in multiple creations of different themes and directions. Once I figured out the direction that was best for Elemental Quest, it was a matter of creating a User Interface that worked well with the player and suited the overall design of the game and art style. There were multiple revisions of certain user interface designs that had to be made from the valuable feedback that my team had suggested.

The leadership role for Elemental Quest was a little new to me but I was fairly confident in my abilities because I had lead a team before in other projects. However, this project was a very good experience as the end project of my course at SAE Institute. The project had taught me valuable lessons that I can take to the Games Design Industry as a Junior Game Developer. Due to how the project was handled, there wasn't as many problems that disturbed the game design process. The team prevented problems before they could occur, we used our previous experiences to make sure that this project ran smoothly as possible. Looking back on it now, I can say that it definitely was the best game and project I have created.

This project was one of the best projects that we created as a team, it was the best project that was created throughout the trimester due to the teamwork, effort, communication and management in the team. The project felt like it was a proper Independent team making a game that we researched and wanted to make.

MONTY MADNESS

Overview

Monty Madness is a comical game, inspired by the notorious Montague Street Bridge. Gameplay revolves around the bridge where your main focus as the player is to cause as much destruction and chaos as possible to the vehicles that pass under the low bridge in order to increase your
overall dangerous reputation. Place down traps to push, flip and launch vehicles into or over the bridge.

Place down powerful trap devices to launch vehicles into orbit with the drone magnet and UFO abduction beam. With the destruction of each vehicle, earn points and achieve the highest score without allowing your fame (as the bridge) to decrease to a standard where the Montague Street Bridge is no longer notorious and is considered "safe" by the public.

The art style for Monty Madness is a cartoonish low polygon art style that reflects the comdic aspects of the game with the wacky Unity physics that cause vehicles to react differently with collisions and velocity.

My role in this project consisted of designing and modelling the environment and traps for Monty Madness. Occasionally I would lead the team on certain aspects of the project. Throughout the project I created the trap and environment models with the textures for the model. I had a fair amount of design input and tasks that I had to achieve before the deadline of the project. At times I would complete other team members jobs and tasks because they weren't producing an outcome by the expected date.

It was a good experience despite the project barely coming together at the end. There were many problems and disputes throughout the project development. Quite happy with the game we produced despite all the set backs and problems that really shouldn't have occurred through the development process.

Team Members

Matthew Malin (Leader/UI)

Jordan Miles (Programmer)

Hope Hill (Designer)

Izzak Jobling (Designer) 

Alex Seddon (Animator)

PERPLEXITY

Overview

Perplexity is a game that was created in roughly 9 weeks. The topic behind Perplexity is mental illness. Our message through Perplexity was to raise awareness of mental illness, remove the stigma around mental illness and to highlight the effects of mental illnesses. The team focused on six mental illnesses; depression, anxiety, bi-polar, schizophrenia, psychosis and obessive-complusive disorder. The player is stranded in a large and dark maze as they must find their way out by using the little amount of light that they have. In order to obtain more light and to use the light to navigate the maze, the player must find characters and talk to them in a dialog conversation. If the player successfully helps a character in their situation they are awarded light and spread light to the character. However, if the player is unsuccessful they lose light. Collectables can be found along the way, these provide information on the mental illnesses and helpful links that players can visit to talk about or help anyone with a mental illness. 

I was the lead manager/project manager for the team. I managed the team and organised what the team had to do. I took on a few roles of implementing assets and dialog into Unity as I created my own dialog for the obessive-compulsive disorder section of mental illness. I created the two level mazes and the user interface for the game. I researched heavily on obessive-compulsive disorder to understand the illness and to understand how I could write from the perspective of a sufferer. This couldn't be really achieved unless you suffer from the illness. 

Team Members

Jordan Miles (Programmer)

Hope Hill (Designer)

Izzak Jobling (Designer) 

Johnny Duong (Designer)

Blake Davis (Audio)

OUTSIDE THE SQUARE

Overview

Outside the Square was created in 5 weeks of development. The objective of the game is to navigate the environmental puzzles to reach the end of the game and escape the nightmare of your dreams. Players use pushing and switch mechanics to complete the environmental puzzle and escape the nightmare. 

I was lead manager/project manager for the team as I organised their tasks and roles. I implemented a range of UI elements and assets into the game build. I created the user interface for the game and created the first introductory level that teaches the player the basic mechanics of the game; jump, push and switches. Using these mechanics the player can solve the rest of the puzzles in the game.

Team Members

Dylan Schoffer (Programmer)

Izzak Jobling (Designer)

Alex Hockley (Designer)

PUZZLE TRACK

Overview

Puzzle Track was created in 5 weeks of development. Puzzle Track is similar to that of Pipe Mania. Flip tracks, switch and rotate them to create a path for the train to pick up passengers, drop the passengers at the station and finish at the end objective. Passengers and stations are colour coded as the player must take all passengers to their destination before finishing at the objective. Puzzle Track is procedurally generated and is different each time that it is played. There are three levels of difficulties avaliable in Puzzle Track, this determines the size of the level and the speed of the train. 

I adapted the game design document and created all the user interface for the game.  The game was a train theme so I decided to create user interface that revolved around a train themed and that was targeted towards our audience's age group.

Team Members

Jason Lang (Programmer)

Hope Hill (Designer)

Sang Lam (Designer)

MYSTIC MAYHEM

Overview

Mystic Mayhem was created individually by myself in a period of 6 development weeks. Mystic Mayhem is a turn based battler where the player battles the enemy AI. The enemy AI reacts according to their health and what the player's inputs are. Characters need to be in range in order to deal damage to an enemy. Mystic Mayhem was coded by myself, solving problems that arose throughout the time in development. Player's can play on three different levels that have different assets and colour palettes; forest, water and desert level.

I created the game assets, the user interface, the level design, balancing, the audio and scripting the entire game.

Team Members

Myself (Programming)

Myself (Designer)

Myself (Audio)

PORTER 2.0

Overview

Porter 2.0 was created individually by myself in peroid of 6 development weeks. Porter 2.0 is a 2D platformer that involves 3D physics. The player must navigate through the environment activating switches to open doors and move platforms in order to make their way through the level. The player can fire objects that activate the switches for them as some of the switches are in hard to reach places. The player can navigate through the world with a jetpack.

I created the game assets, the user interface, the level design, the audio and scripted the functions and elements of the game.

Team Members

Myself (Programming)

Myself (Designer)

Myself (Audio)

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