- Trailed -
Development Time - (Solo Project) 1 year
Engine - Unreal Engine 4
Role - Lead Designer
​
Trailed is a game of cat and mouse between two players, The Hunter and The Prey. When going through the game, players will use the different biome effects and the level intractables to outsmart and outmaneuver the other player.
​
As the Prey, the player will be tasked with trying to avoid the Hunter for five minutes, at which point the player will be declared the winner.
​
On the other hand, the Hunter will use sight, scent, and sound to track down the other player and tag them. Doing so will drop the Prey's health to zero, allowing the Hunter to claim victory.
- Apple - Adventure
Development Time - (Solo Project) 11 weeks
Engine - Unity
Role - Lead Designer
​
Apple Adventure is a simple one-button game that I made in Unity in 11 weeks. In this game, players are trying to collect as many apples as possible by tapping on the screen. For each apple gathered, the player will gain five points. However, if the player misses five apples, they will receive a game over.
Apple Adventure also makes use of the Google Play Achievements and Leader board systems. If you are interested in checking it out, see the link at the bottom of the page
Apple AdventureMain menu | Apple AdventureGameplay | Apple AdventureGameplay |
---|---|---|
Apple AdventureGameplay | Apple AdventureGameplay | Apple AdventureEnd menu |
Take Away's
Learning
Learning was the other big part of this project; starting I hadn't worked in Unity in a few months, so there was a fair amount of re-learning that I had to do to get the game working.​I also was learning and working with the Google Play SDK for the first time and the challenges that came with getting that setup and working correctly in the project. The last challenge that I was faced with during this project was releasing it onto the Google Play Store. There were a lot of unknowns that occurred during the development of the game, and through them, I gained knowledge on how to approach situations and how to deal with new systems.
Scope
The scope was the biggest thing that I had to keep in mind when working on this project, as I had to meet certain miles, and missing them would cause delays down the line. I also only had eleven--weeks to prototype, build, release, update the game, and re-learn an engine I hadn't used in a few months so it provided, provided for an interesting challenge.​Making sure that the contents of the game were manageable and straightforward was something that I kept in mind through the whole process of the game development, to make sure all the goals where met.