I worked independently to create an endless runner game for desktop/mobile using Phaser. I was tasked with the pre-production and production of the website that would hold the game before the actual coding of the game. This pre-production included the making of both wireframes, a stylesheet, and a mock-up for the website. As a result, the art assets and style created for the game are based on the assets created for the website. Rather than the reverse. I've never coded a game in Phaser before-proving to a nice challenge.
Working collaboratively in a team of twelve, I was apart of both the programming and web development group. The game was designed and coded within the Corona 2D Game Engine framework using Lua-based scripting. I researched and worked heavily with scenes and JSON to design and implement the inventory UI and item collecting system into the game. Later, I designed the main style for the game's website and worked with two others to implement it.
I designed and worked independently to create a two-player, snake-based, mini-game using Processing. I created all assets and researched to script the stealing, wrap-around screen, collecting, and other mechanics for the game.
In a team of two, we were tasked with making a multiplayer game on BBC micro:bit using microPython and Python 3. I wrote the microPython code for the game and played a large hand in the game design process. This was a challenging experience as micro:bits do not hold a lot of RAM or Memory. The code had to be optimized multiple times to fit the device's scope. The final product was later published on element14 as open source.
Tasked with creating a simulation game, I worked independently to make a horse racing board game that simulates a day at the races. Simulating a race proved to be challenging as there are numerous factors to crunch numbers on. Multiple paper tests were required to complete a working prototype for the game.
Using twine and HTML, I worked independently to create a choose your own adventure style interactive narrative. During preproduction, I organized different states by creating a map of interaction. Art style and assets were all created by me.