Twinora

Twinora features RPG gameplay where you can clear dungeons, fight enemies and collect items to get stronger! Ride the store merchant's beast to unlock harder dungeons, new abilities, and items alongside your best friend!

Game Stats

  • Max Level: 50

  • 10 Dungeons

  • 20+ Enemies

  • 15+ Learnable combat skills

Game Features

  • Grid-based combat with your party! Unleash powerful and flashy skills, together with the party members on your team. Use the power of fire and light against enemies, or switch between 3 characters to experience the adventure as your allies.

  • Clear unlockable dungeons. Reach new heights and undiscovered regions as you level up. Take on new enemies with unique behaviors and abilities.

  • Explore Sycamore Village. Shop for potions, weapons, and pick up some quests to help out the local town folk. Talk to a blacksmith to increase the stats of your weapons by using the power of magical rocks called Star Stones.

  • Rare enemy and treasure chest rewards. Find treasure by defeating enemies in dungeons and opening treasure chests scattered throughout dungeons.

Galaxy Voyager

Reach the Warp Ring to fly back home or take your time and enjoy the view of vast expanse of space, relishing the mysteries it holds!

This game utilizes Timeline and Cinemachine as well as generic scripts that automate managing a sequence of camera views in Timeline.

The combination of music, post-processing enhanced ambiance and the ability to explore gives a sense of expansiveness and wonder.

Game Features

  • 3 Cutscenes using 3 Playable Directors:

    • 2 Cutscenes are non-interactable and set the environment

    • 1 Cutscene allows the player to change camera views and explore the world! If the player is idle after 5 seconds, the playable director plays through its sequence of cameras

  • Controls Window menu

  • Ability to quit and restart the game

  • 2 Post-Processing Volumes used on different cameras

  • Music and sound effects (freesound.org)

Xentus

Xentus was originally planned to be a big game. I worked with a teammate on this in college and we experimented with mechanics that would be cool to have in our dream version of the game someday. However, many of our ideas changed and transformed over the time we spent on this -- more than anything, this was more of a project to discover and experiment with what works and what we believe would be fun and interesting.

All of the assets in the game we created entirely ourselves with the exception of the post processing image effects in Unity.

Game Features
• 3D game world
• Combat largely driven by animation
• Voice-acted non-player characters (NPCs)
• NPC- and item-driven quest system

Game Features

• 3D game world

• Combat largely driven by animation

• Voice-acted non-player characters (NPCs)

• NPC- and item-driven Quest system

• Compass-styled Map system

When it came to modeling and adding detail to the environment, I started off by taking many pictures in real life of gravel, grass, and tree branches to use as textures in our prototype. This saved a lot of time and helped with the realistic look of our game. The meshes of the trees took around 400-700 triangles each, and the branches are mostly textured planes with pictures I took in real life. In order to optimize the level further, we used LOD (Level of Detail) groups with the trees.

Space Shooter

Survive and dodge galactic ice lasers, aliens and even a giant spaceship's hyperbeam in this Space Shooter game!

Essentially, the game begins at the title screen and you can play a new game or exit the application. When the player enters the game, there is an asteroid that the player needs to shoot to start the game at wave 1. There are a total of 10 waves.

Each wave has enemies that spawn and attack the player—each wave containing more enemies. There are PowerUps, PowerDowns and Provisions the player can pick up. Once the player reaches wave 10, a large Boss will spawn.

Game Features

  • 10 waves

  • 6 enemy types

  • 6 PowerUps

  • 1 PowerDown

  • 2 Provisions

This 2D Space Shooter game is so far, my biggest accomplishment as a game developer. Being the first game I programmed entirely on my own and completing it, it’s a huge milestone for me.

Coming from an artist background, learning C# and creating a wholesome game that keeps the player retention is very fulfilling.

Rain

I gained a better understanding of Java, 2D art, sprite sheets and game programming as a whole on this Rain prototype in the Eclipse IDE.

I learned how to create a game in Java from scratch after completing 78 tutorial episodes of Game Programming from TheCherno on YouTube.

The player is able to navigate around the map. For testing purposes, I spawned particles when the player collides with a tile that had a collider bounding box, like a wall.

I also created projectiles for the player to shoot with the left mouse button.

3D Platformer

One of the main characters, Clay, is a sorcerer with a positive, strong and optimistic attitude. She practices magic that she learned from her mentor but has grown bored of the routine of every day life.

She now ventures out in dangerous dungeons to get strong and find old relics that will shine the light on the history of magic.

She has a passion in the history of magic. She learns more through old, powerful and forgotten spells that most wouldn't even dream to touch. Where did magic come from?

Game Features

  • Leveling up system

  • Unlockable abilities

  • Rare loot drop system

2D Platformer with Player Health and Hazards

Run, jump and avoid spikes throughout the level and reach the flag to win!

I created a 2D Platformer that uses free 2D assets from the Unity Asset Store.

Game Features

  • Player has a health bar with 10 HP being at the max. When the player has 0 HP left, they respawn at the beginning of the level or a check point.

  • There are spikes laid throughout the level that can harm the player.

  • The player's health bar is color coded depending on how much health is left.

The player is able to move left and right, as well as jump. All animations have been connected through the Animator and also through the Player Controller script I wrote.

Jumping is a Blend Tree that has one sprite of when the player is jumping up, and then another sprite that shows when the player is falling like below.

I also created 6 additional sprites in the platforms sprite sheet from the Simple 2D Platformers Asset Pack to more fully be able to build a level with more platform shapes and variations.

Witch’s Camp Unity Asset Package

This package contains 80 objects to help you build a murky, mysterious environment where a Witch may lie.

Content

  • 80 Prefabs with colliders

  • 59 Materials and Textures

  • 5 Particle Effects

  • 3 Animations

  • 8 C# Scripts

  • 1 Shader

  • 2 Demo Scenes (inside and outside the Witch's house)

I used Photoshop, Blender and Unity and honed the following skills:

  1. Concept Art & Texture Maps

  2. 3D Modeling

  3. Animator System

  4. Cloth System & Particle Effects

I chose to set the project in a swampy sort of biome and it would be a witch's camp. I released the assets as a package to the Unity Asset Store. This project has given me a lot of great experience on my own as well as create an environment through many different types of assets of my own. I learned how to:

  • Work with several different systems in Unity

  • Export several animated models from Blender to Unity

  • Create several textures

  • Create world terrain

  • Use an agile tracking workflow with Trello with tight deadlines

  • Market my asset package on social media