This project was created during the first year of the Game Development Society, by team WhatATwist.
After a group discussion about preferred types of games, we settled on the idea of creating a 3D puzzle platformer. We also realized that we would require at least one major mechanic for this prototype. The idea of light and colour – where there would be one major source of light within a level, and the player would have to alter its colour to progress through was chosen to be further developed.
Given our initial idea, it was suggested that we explore the Unity 3D engine to produce our prototype.
My own contributions were creating the platform meshes / prefabs, and creating test levels for the prototype. Quite a few of the team attempted level design and quickly found it rather difficult to create interesting puzzles.
The first semester of Media Production for Games was an introduction to Maya. The submission consisted of two parts:
– an animation using the supplied Jimmy rig
– a scene created within Maya
I chose to combine the two submissions together, in a attempt to give my animation a little context.
Though my first time using Maya, I had did have previous experience with other 3D modelling packages such as FormZ. The scene created was a small ‘T’ section of octagonal corridor, featuring an airlock.
This was however my first attempt at animation, giving me a good appreciation for the skill involved in making a fluid walk animation.
Both the mesh and rig using for this coursework were supplied by Lynne Parker.
Inspired by Metal Gear Solid’s Soliton Radar, the goal of this coursework was to recreate the game solely in that form for the Game Boy Advance.
The initial part of the coursework was to recreate one of chosen games mechanics, I chose to represent the stealth mechanic.
The guards vision cones were drawn mathematically initially, and later represented as sprites to achieve the desired look.
Previously the hit detection used was per pixel – detecting the current pixel colour. For the final game more advanced radial detection was implemented.
The final submission featured four levels, attempting to roughly replicate the first few areas in Metal Gear Solid – the Dock, Helipad and Tank Hangar.
Along with the SciFiShooter this was one of the very first games I made. The final submission featured patrolling guards, the ability to sneak up and takeout them out – with guards on the 2nd and 4th levels carrying keycards to allow further progression.
This manual was the final piece of this coursework, again heavily based on the styling of the original manual contained within the Playstation version.
This was the final submission for Media Production for Games, and one of my first games! It was built using a combination of Flash Professional and Flash Develop.
The basic concept was to create a defense style shooter, with the protected edge being represented by a section of a large capital ship.
The capital ship alternates between two different states – initially with its large triple turrets taking out any nearby asteroids, then once fully charged the player can activate its defense grid – with the big guns going offline and the gun decks blanketing the area in fire.