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Myth, Magic & Mayhem

This game was created for the purpose of our final major project in 2021, my first year at CRC. I worked on the level designs, turn-based battles, dialogue systems, scene changes and more. We worked as a group and a pratner I focused on Unity while our artists created the assets

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The Sleepy Willow

Made by a colleague and I. It is a short story-driven 2D horror game with a few jump scares, sounds from Hell and some incredible elevator music. I created the assets and built the levels while re-using the dialogue systems and scene changing scripts used in Myth, Magic & Mayhem

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Finders Keypers

Made by a colleague and I. Finders Keypers is an accessible maze game. It features partial Xbox controller support, allowing for motor impairments as the only buttons needed are the joysticks, contrasting colours and the ability to change the colour of the player, allowing for colour blindness support. Finally, a mini-map and a fair few hints around the maze to allow for general guidance along with cognitive impairments. This project was a great challenge to create and a video journal of the process can be seen further down the page.

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Unfortunately due to the WebGL build this game can be a bit laggy but I do hope you enjoy it anyway

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Route 13

We were given three days to create a game based on fear. Containing the fear of the number 13, the fear of zombies and the fear of being watched by a duck. There are some areas within the game that could have done with some more polishing, which given more time we would have, but I am ultimately quite happy with the result of a 2D runner game.

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Mr Apocalypse

Given the theme of "One chance" 
(meaning that you have one life) we were tasked with creating a game that would encourage the player to want to continue to play over and over again when they lose and challenge the player to beat their score. The first thought that came to mind was to create an endless runner, and that is what we did. With three difficulties in the post-apocalyptic wasteland that is our game and the pre-apocalyptic tutorial, you cannot say that this game is too hard to learn, however, you could say that you do not know how to stop playing.

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Station Zero

For our Final Major Project at CRC (Cambridge Regional College) a partner and I decided we would create a VR (Virtual Reality) game. We opted for a sci-fi, futuristic theme with an enemy of artificial intelligence drones on a spaceship that has been drained of oxygen. To regain oxygen for a short while you must kill the AI, why? Because they drained it all into built-in oxygen tanks of course. Featuring sci-fi guns and a sword, two different maps and a whole lot of breath-taking fun, who wouldn't want to play Station Zero on Oculus headsets.

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However, just because the FMP is over, doesn't mean we are just leaving this game behind us. We are still implementing new maps, game modes and more into Station Zero.

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The Lost Magician

For my first project at ARU we were tasked with creating a game in Unreal Engine (my first time ever using it) which would be focused on the mechanics instead of the graphics. Using basic primitive shapes I was able to create a game that feels like a simplified version of Portal but is set in a fantasy land where magic and creatures such as golems exist

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It was quite a challenge as I had to learn to use visual scripting instead of C# like Unity. We were also set a maximum area that our game could take up, part of the criteria was to maximise our use of space within the confines. Something I was able to do quite elegantly without it being evident to the player what I was doing.

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Displaced In Time-A Text Adventure

For this project, we had to create a text-based adventure game in just Visual studio

This was quite a challenge to do as coding outside of Unity is very different and a lot more challenging but I am happy with the way it turned out

Explore the house that you have entered, without your memory or a way out...

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Colour-Blind supported Menu and Game

We were tasked with creating an accessible menu, my partner and I decided to create a menu with the ability to change the colour of the player. Due to our time restraints, we were unable to add functionality for the enemies and allies but it is easy to imagine how this would have looked.

Work: Video

Accessible Maze Part 1

In a series of videos, you will be able to see the development of my partner and I's accessible maze project where we will create a maze that has a series of features to make it accessible to as many people as possible including the ability to change the players colour and a mini-map (both of which can be seen here) and in the future the use of the Xbox adaptive controller with the Logitech button kit used with it and more. 

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Accessible Maze Part 2

Here is the second part of my partner and I's accessible maze project. It may seem a bit strange now but it is progress. In the video, we are using a controller's D-Pad to move. Camera movement and pressing start to pause the game is on the way. The maze has also been created and expanded and will have two levels. The beginning of the first can be seen here. It is a simple and classic maze with a couple of locked doors and keys/swords to be found. The second is similar but with the end at the start, locked behind three doors. You must explore the maze to escape, finding the keys throughout while being taunted by the maniacal trickster hidden behind the series of screens around the maze! 

Work: Video

Accessible Maze Part 3

Here is the third part of my partner and I's accessible maze project. This is a different kind of update but I wanted to showcase the process in which I create my assets and give a teaser to what is going on behind the scenes. In this video, you can see the fire sword being created in "MagicaVoxel" which is a block-based 3D asset creation software that is easy to navigate and I highly recommend. Behind the scenes I have created two more of these swords, an Earth one and an Ice one, all three with an accompanying gate to go in the second level of this maze that uses the colours orange and blue and has been fitted with various screens being controlled by the maniacal "rhymologist" behind the scenes, taunting the player. We also now have a camera that works with the ordinary Xbox controller and are currently adding the start button to pause the game. I hope this insight into what is to come has taunted you list the madman taunts the maze goers. 

Work: Video

Accessible Maze Part 4

Here is the fourth part of my partner and I's accessible maze project, now named "Finders Keypers". The maze is nearly complete now. We have the main menu, two mazes and a credits area. We also now have controller support for everything except accessing and using the pause menu. Unfortunately, this is a feature that will not be implemented due to time restraints but is something we both hope to add in future projects. We hope you enjoy and soon will play through it yourself and if this is your plan I recommend coming back to this video after playing the game on itch.io.

Work: Video
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