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GAMEPLAY FOUNDATION MICROSERVICES

First-Person Action Platformer

Resources: Unity, C#, Shadergraph, Blender, Git, GitHub, Mixamo, Gridbox Prototype MaterialsPeriod: 4 monthsTeam: SoloHow do AAA studios efficiently utilize massive teams of programmers and designers when developing player characters and NPCs? This project incorporates techniques used by the AAA industry to create Fighting, Souls-like, as well as Sony-style Action-adventure games.DSAnimStudio by Mewomaritus provided invaluable insight into how animations can use additional metachannels to drive game logic.
Features:
  • First-person full-body perspective
  • Animation-driven gameplay logic
  • Synchronized animations between entities decoupled from the characters
  • State pattern driven characters controlled by swappable AI modules
  • Utility AI
  • Fighting game style hitbox mechanics
  • Robust, stat handling inspired by the composite pattern
  • Much more!

Check out the project on GitHub

PROTOTYPE 1: 2D Souls-Like

Resources: Godot, GDScript, Krita, BfxrPeriod: 2 WeeksTeam: SoloThe first prototype of the Character Framework is this short souls-like experience. This experiment demonstrated a need for a designer-friendly underlying structure that allows for the delicate fine-tuning of gameplay mechanics.
Features:
  • Positional combat
  • Health & Stamina system
  • Swappable weapons with custom animations
  • Swappable character control

PROTOTYPE 2: 3D Platformer

Resources: Unity, C#, Unity Tutorial AssetsPeriod: 4 daysTeam: SoloThis second prototype was built not only to gather knowledge on the subject but also as an aid to a presentation on how to effectively use animation-driven logic and the state pattern.
Features:
  • State pattern driven character
  • Animation-driven gameplay systems
  • Advanced platforming mechanics (coyote time, ground magnet, etc.) 
V1-0004_Pres5 Clips3382.mp4

CURRENT DEVELOPMENT: Modular Character Package

Many aspects of the original design have the potential for improvement. The latest version is built from the ground up to produce code that is:
  • Scalable
  • Maintainable
  • Readable
  • Reusable

This is achieved by utilizing a couple of AI models, such as Utility systems, in novel ways. States have been fully decoupled from each other providing a slew of benefits including the mixing and matching of vastly different entities.
Features:
  • Implements Microservices Architecture & adheres to the principle of least privilege
  • Enables development of systemic gameplay

GAME JAMS

SUNY POLY GAME JAM

Hosted once per semester by the Game Design Club (GDC), this event gives students the opportunity to theorize, compete, and crunch with their peers for 48 hours.  The following are three solo submissions for the jam. All art, assets, and mechanics were designed from scratch in under 48 hours. 

HOOKED

Resources: Unity, C#, Krita, BfxrPeriod: 48 HoursPrompt: HuntDue to prior engagements, this project only had under 24 hours of development time. To make up for this the core mechanics were kept bare bones with an emphasis put on making the game as flashy as possible. Techniques such as the following were used:
  • Contrast flash
  • Explosions
  • Hitstop
  • Screenshake
  • Slow motion
  • Particle effects

With some extra remaining time score and combo systems were added. It was exciting to see how much of an impact these two minor mechanics had on players at the GDC

INVISIBLE

Resources: Godot, GDScript, KritaPeriod: 48 HoursPrompt: InvisibleInspired by the Scary Maze Game, a personal goal for this project was to add meaningful mechanical variation to an extremely simplistic CGL. The game was designed to allow player skill to drastically reduce the time it takes to beat levels. By developing a full understanding of the mechanics players can utilize all manner of shortcuts. The player must start the game over from the beginning if they die giving the player an opportunity to explore these shortcuts. It can take a skilled player under a minute to beat the whole game.

DRAWN TO FLAME

Resources: Unity, C#, Krita, Bfxr, Creepy Forest SongPeriod: 48 HoursPrompt: DrawDeath in horror/survival games often feels either unfair or unlikely. By adding an extra gameplay loop to the death state the player is given a second chance and the tension gets ramped up. Instead of health, the player has a lantern they must protect. If they are away from the lantern for too long they die. The monsters will try to steal the lantern and run away from the player. The player must chase them down before everything fades to black. This game also features extremely weighty combat. When the player attacks they move forward and swing their axe, the player, the weapon, and the camera all shift and twist to increase the impact of the strike and disorient the player. This forces the player to plan for and commit to attacks. All of the mechanics fit nicely together to enhance the horror elements of the game.

GROUP PROJECTS

Untitled Fish Game

Resources: C#, Unity, Visual Studio, Git, GitHub, ScrumPeriod: 1 month (ongoing)Team: 4A C++ Library that provides the ability to easily visualize data structures targeted to sophomore lv Data Structure students.
  • Engaged in CAP programming for the duration of the project.
  • Created a reusable structure that enables the tracking of multiple data structures over time.
  • Utilized Tigr to create a GUI to visualize, navigate, and compare various data structures.
  • Supports data structures that can be represented through directed graphs and arrays

GitHub:https://github.com/Jade777777/Fish-Ilinx 

Data Structure Debug Library

Resources: C++, Tigr, Visual Studio, Git, GitHubPeriod: 4 monthsTeam: 4A C++ Library that provides the ability to easily visualize data structures targeted to sophomore lv Data Structure students.
  • Engaged in CAP programming for the duration of the project.
  • Created a reusable structure that enables the tracking of multiple data structures over time.
  • Utilized Tigr to create a GUI to visualize, navigate, and compare various data structures.
  • Supports data structures that can be represented through directed graphs and arrays

GitHub:https://github.com/Jade777777/DSDebug 

S.T.A.R.

Resources: Unity, C#, Krita, Blender, Git, GitHub, Jira, ScrumPeriod: 4 MonthsTeam: 26Position: Lead Software EngineerA virtual adaptation of the client's (professor Adrian Earle) unpublished board game S.T.A.R.
  • Utilized agile Scrum methodology.
  • Trained many students on how to use various software including Unity, Git, and GitHub.
  • Created an architecture that allowed many programmers to work on the project at the same time with minimal merge conflicts.
  • Developed a system that encapsulates all gameplay logic into swappable modules.
  • Utilized modules to create a robust inventory and economy.
  • Trained programmers on how to use various parts of the architecture. 
  • Provided tasks to the various programmers tailored to their skill levels.

Documentation:GitHub Workflow
Ship Component Workflow

Prototypes:
Prototype 1
Prototype 2
Core Development GitHub:https://github.com/Jade777777/STAR-core
Prototype GitHub:https://github.com/Jade777777/COM429_Prototype_Sandbox 

LIZARD WIZARD

Resources: Godot, GDScript, Git, GitHub, Photoshop, KritaPeriod: 7 DaysTeam: 24Position: Lead ProducerThis game jam was assigned as a part of an intro to game design course. 
  • Directed an initial 4-hour meeting which concluded the entirety of pre-production. 
  • Ensured every student had an impact on the finished product.
  • Sent daily updates to the director. (professor Nick LeJeune

Documentation:Pre-Production RecapDaily ReportsReflection

CONTINUE?

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