WAYWARD HARBOR (WIP)
This project was developed for DAE:GD 3rd year, 1st semester course "Group project"
Wayward Harbour is a first-person horror game where you use a handheld mirror to escape from the terror coming from the deeps of the ocean. The project is made in Unreal engine 4 and is C++ code-based.
The first-person horror genre is something new for me. Before Wayward Harbor, I was inventing ways to give the player more freedom and opportunities to have fun and perform cool actions. Now my job is to restrain the main character,
make her weak and vulnerable instead of strong and powerful.
Nevertheless, I was assigned to create and experiment on gameplay features and mechanics that give player enough interactivity to both survive the horror and stay deeply immersed thanks to the variety of things to do in the game.
My roles in this project are gameplay programmer and game mechanics designer. I worked on the hand held mirror of the main character, basic in-game interactions with pickups and stationary objects on which the player can use the pickups. Trying not to spoil the biggest secret of the game, the mirror is the key to seeing the truth.
The mechanics of the mirror allow the player to see what is behind them and detect supernatural things, which by far was a very interesting challenge to face. I plan to make it more physically accurate and look more realistic for deeper immersion.
AI/Game loop - Martijn Dhondt
Environment - Daniil Shashenkov
Props/Sound design - Lars Korden
Character design - Christopher Null
Composer - Gonçalo Oliveira
ELEMENT BENDER
This project was made for DAE:GD 2nd year, 1st semester course "Game mechanics"
Element bender is the game that I was expecting from people who actually had Nickelodeon's
permission to make games about Avatar's universe.
This game gives an opportunity to use elements as powerful tools and weapons. At that time I was inspired by the game called Ultrakill, which was rewarding players for chaining and quick-swapping weapons. Here you can also mix different elemental attacks for some sick combos! Nevertheless, the game is not only about fighting, it includes some elemental interactivity and puzzles. Torches, vines, flowers, fountains - everything has a purpose here!
RELOADING/AMMO MANAGEMENT
This project I made for myself in order to try out an idea of complex reloading of weapons in first-person shooters.
It is very hard to find a good balance between being too simple and being too complex.
Today there are only a few games that make reloading more complex than just hitting "R". The game Receiver, for example, is overcomplicating by making they game pretty much a gun safity exam, but that is the point of Receiver. In the mean time my point was to make something interesting to interact with and fast enough for more action-fun and less exhausting realism.
I have figured out that if animations are quick or even do not exist, complex interactions are not as tiresome and heavy for players. This still is an overcomplicated way to reload a gun in an FPS-game, but I am glad that I managed to establish and visualize logic behind manual reloading.
AWARENESS: THE GATHERING OF TOILET PAPER
This project was made for DAE:GD 1st year, 2nd semester course "Game projects"
Awareness is, of course, a joke game. But for the moment of its creation, there was a strange tendency among people: they were buying all the toilet paper there was. So I decided to catch a trend and make a joke out of that, which actually scored me some extra points. Being in trend often repays!
This was my first big project in Unreal Engine 4 and I tried to pack it
with as many mechanics and interactivty as possible.