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Project Tag: prototype
Ophelia’s Potion Shop
Project Summary
This little game prototype was made as part of a team-building workshop with my coworkers. The goal was to create a simple match-3 game like “Bejeweled,” where you match three or more of the same item/jewel/tile in a row to earn points. The game is over when you run out of moves (a.k.a. there are no more matches to make).
We were allowed to choose our own tech stack, so I chose to make mine playable in the browser by building it with Vue.js and the HTML Drag and Drop API (which I didn’t even know existed before!). It was a learning experience, but if I had the chance to do it again, I would probably choose to approach it a different way. I found it difficult to provide the player with meaningful visual feedback, like being able to see the tiles “sliding” into place.
I chose the art assets I did to invoke the feeling of an alchemy shop where you’re building a potion by matching (or merging) ingredients. The idea was that you might have a customer who requests a specific potion, and now you need to be a little more strategic about which matches you make to fulfill the requirements to make that specific type of potion. I would love to come back to this game someday and add a little story about Ophelia and her potion shop.
Screenshots
Skull Crusher
Project Summary
This quick game prototype was created for a Game Design Fundamentals course at CG Spectrum. The goal was to design and prototype a multiplayer game. I decided to use some of the techniques I’d learned from Unity 2D tutorials to create this game, in particular item positioning and rotation, using tile sets, and randomizing levels.
The original idea was to push blocks around like a puzzle, with holes to push the blocks into, but my physics calculations were off and the blocks went bouncing all around the screen – and it turned out to be kind of fun knocking them all over the place! So I replaced the blocks with skulls that made more sense to be able to knock around, and adjusted the rest of the game accordingly.
Each round of the game lasts 30 seconds. The two player characters are positioned in opposite corners at the start of each round. The goal is to knock as many of the skulls into the holes as possible. Whichever player manages to score more points by the end of the round wins.
How to Play
Move with the WASD (Player 1) or arrow keys (Player 2).
Screenshots
Rainy Days
Project Summary
This quick whitebox model was created for a Game Design Fundamentals course at CG Spectrum. The goal was to design and prototype a level in a 3D game. It was my first time working in 3D and it was stressful, but I learned a lot – namely, a new appreciation for artists who work with 3D graphics!
The level I designed was part of “Rainy Days,” a cozy adventure/life simulation game inspired by the likes of “Animal Crossing” where you play as a shy, lonely crocodile in a world flooded by near-constant rain. The Ancient Library is one of the fantastic ruins you can explore. The lower half is submerged in water and a large tree has grown in the center, breaking through the ceiling.
Features
- Explore vast underwater ruins
- Search for buried treasure
- Collect blueprints and materials
- Build your own village from the ground up
- Make new friends with your villagers
- Local and online multiplayer
Level Design
Detailed map of the level as designed. Concept map for the level showing ideas of what each area might look like. Screenshots