Here There Be Monsters

 

Developed Using: Target Platform: Skills Used: Project Time:
Unity3D PC (Standalone) C# 14 Weeks

Description :

During the summer of 2016, BetaJester was chosen along with 17 of teams to be part of the UK Games Talent Tranzfuser scheme. We had 10 weeks to develop a prototype of a game and showcase it a EGX. We decided to create a third-person RPG with open world exploration. You play as a god cast down from the heavens who seeks vengeance on the seven gods of the seven seas. Only by exploring, hunting, questing, trading and upgrading can you become strong enough to take on the gods, claim their powers as your own and take your rightful place as the one true lord of the oceans.

Personal Contribution:
Mechanics design, boat control, AI control, boos battle design, graphics implementation

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Flash Flood!

 

Developed in: Engine: Code Language: Project Time:
Visual Studio 15 Unity3D C# 4 Weeks

Description :

Flash Flood! was a project completed for Chris Skinner of the Geography department at The University of Hull. This project was designed to simulate the effects of a flash flood in a desktop app and an Oculus Rift VR simulation. The project proved successful and is now in use for Geography department promotion and for expos and as a learning tool in schools. This project proved a useful stepping stone into flooding simulations and terrain modelling.

Personal Contribution:
Feature implementation, weather design, UI implementation, VR integrationmechanics, game play

Geometrix


 

Developed in: Engine: Code Language: Coding Time:
Visual Studio 15 Unity3D C# 2 Months

Description :

Geometrix was a mobile game developed by myself and the team at BetaJester, currently available in the Google Play Store. It’s a blend of old-school pong and an integrated audio system that directly affects gameplay! You move as a rotating block of columns that acts as your shield against attacks. You and your enemies can fire a various assortments of weaponry at each other in an attempt to break down thorugh to their ‘core’. If your core is hit, you are defeated. I’m sure you’re asking “but what about the integrated audio?”. When you fire your weapon, if you fire on the apex of the beat, you will launch a supercharged shot that sends multiple projectiles towards your enemy making it exponentially harder to avoid! As you progress you will be able to unlock new levels that come in all shapes and sizes with a variety of high octane chip-tunes. Each level changes your standard cube-column shields to match the varying shapes of each level, providing less and less protection.

Personal Contribution:
Level design, audio mechanics, lighting mechanics, scripting, UI, Google Play API integration, game play design

University of Hull – Accommodation Block


 

Developed in: Engine: Code Language: Project Time:
Visual Studio 15 Unity3D C# 4 Weeks

Description :

Over a period of four weeks I worked with a small team to create a Virtual Reality Tour of the University of Hull’s new accommodation block. We built it using the existing architectural model, adding small extras to make the site appealing to new students by recreating how their room might look or how the grounds will be kept. Prospective students can walk around the accommodation block with each, as the tour implements networking in the virtual space so that users can see each other’s avatar. Students are shown around the building by a a tour AI developed by us, which can be completely customised for any touring needs; including (but not limited to) voice, text, and images. Our work is praised by the University of Hull and has now been implemented as part of their open day programme, whereby new students are shown the tour, not only to show off the in-development accommodation block, but also to demonstrate what the students of the University of Hull can do.

Personal Contribution:
Performance testing, networked interaction, lighting mechanics, scripting, AI touring, room design

The Event

 

Developed in: Engine: Code Language: Coding Time:
Visual Studio 13 Unity3D C# 48 Hours

Description :

First Person Exploration Game

This was my team’s entry to Global Game Jam 2015 (you can see the entry page here). You wake up in a strange room with no idea of how or why you are there. You leave the room to find an unfamiliar surrounding. As you explore, you find objects that you can use to affect your surroundings, but after a few minutes the world seems to end and you are returned to the first room, but not as yourself. Can you figure out what what happened and where you are? Can you prevent the event?

Personal Contribution:
Level design, level implementation, lighting mechanics, scripting, door mechanics, object mechanics, world time mechanics, game play

Game Goal :

Figure out how to stop the bomb from exploding by learning more every life.

Taurus: Space Command

 

Developed in: Engine: Code Language: Coding Time:
Visual Studio 13 XNA Studio 4.0 C# 4 weeks

Description :

3D Space Fighter

This was our fifth entry to Three Thing Game, this time we had to make a game using the words Spacecraft, Hand Grenade, Ring of Power. I had recently been dabbling with 3D Development, so we created our first 3D game. Taurus: Space Command is a large scale space fighter featuring multiple game modes, ranging from the Collect The Rings and Collect The Rings Race where you hunt for rings across a large city, to the much larger War and Battle modes, where you and a fleet of up to forty allies combat and opposing force up to forty enemies above a glowing lava planet.

Personal Contribution:
Player Movement, AI Movement, AI Logic, Weapons Logic, World Space setup, Map setup (of Models, Planets, Asteroids etc), Sound Effects, Menus and Transitions.

Game Goal :

Fly in space to complete your objective (depending on game mode)

BouncR

 

Developed in: Engine : Code Language : Coding Time :
Visual Studio 13, Team Foundation Server XNA Studio 4.0, Monogame C# 3 weeks

Description :

Circle Based Puzzler

When you have lots of scientifically approved circles and a black hole ripping through your lab, what do you do? Try and bounce the circles into the black hole of course! Use your own blue circles to assist the main black circle into the rift by trying to guess where it’s going to bounce and helping it on it’s way to another dimension.

http://apps.microsoft.com/windows/en-us/app/bouncr/080a9983-b9b6-4c79-8264-41683c416d8b

Game Goal :

Using your own set of circles, guide the main circle into the black hole.

Seeing Is Believing

 

Developed in: Engine: Code Language: Coding Time:
Visual Studio 13, Team Foundation Server XNA Studio 4.0, Lidgren Network API C# 48 Hours

Description :

“Blind” Trust 2D Networked Maze Game

Our entry to Global Game Jam 2014 was Seeing is Believing. The theme was “We don’t see things as they are, we see them as we are”. We turned this into a networked maze game where Player One can only see the room/tile they are in and those they have been in previously, while Player Two can see the entire map and has the job of guiding Player One to complete an objective. For Player One that is just to get out alive, but for Player Two that could be to save Player One, save them with low health or to kill them. Only using the text chat system, Player Two must convince Player One to trust them enough to follow them to salvation or death. This game took us to the finals of the Global Game Jam Hull Region.

Personal Contribution:
Implementation of the networking (Server/Client Side), Map Setup, Hidden/Visible system, Text Chat System, Menus and Transitions

Game Goal :

Player One has to get out alive while Player Two has to make Player One trust them enough to satisfy their hidden objective.

TripWire

 

Developed in: Engine: Code Language: Coding Time:
Visual Studio 13 XNA Studio 4.0, Monogame C# 3 weeks

Description :

2D Maze Based Shooter

This was our forth entry to Three Thing Game, this time we had to make a game using the words Lasers, Trap, and At Midnight. With these we created TripWire, a fast paced maze game where you collect objects while shooting down enemies and destroy walls while trying not to set off any trap enemies hidden inside those walls, all within one minute. When it hits midnight the lights go down and the giant enemies come out, at which point it becomes all about getting out alive. With an arsenal of weapons and intelligent opponents, it is clear to see why we won our first game jam with TripWire.

Personal Contribution:
Player Movement, AI Movement, AI Logic, Weapons Logic, Map and Maze Setup, Destructible Walls, Lasers and their Effects, Sound Effects, Menus and Transitions,

Game Goal :

Find all the collectibles before time runs out, or make it out alive

HTML5 Orrery

 

Developed in: Engine : Code Language : Coding Time :
Notepad++ None HTML5/Javascript 7 weeks

Description :

Space Orrery written in Javascript/HTML5 Canvas

This expedition into Javascript involves three different drawing modes (Circles, Lines/Algorithms, and Textures), three different orbit modes and other features including planet tracing, orbit lines, and a gravity simulator including creating your own objects to affect the gravitational forces.

Game Goal :

To demonstrate the movement of celestial bodies, including when subject to gravity.

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