WHO LET THE DRONES OUT

A fast-paced puzzle game. Professor Brain-In-A-Jar har lost control of all his drones and need to use the tools of his lab to get them safely to the next room.

 

Responsibilities

Level design.

 

Specifics

Created in Unreal Engine, by 7 developers, during a 48hr gamejam GMTK2020.

 

DIIWI ISLANDS

A JRPG inspired by Pokémon, where the player creates a team of Diiwis and battle other students to complete his/her examination adventure.

Responsibilities

Project management. Level Design, Game Design & Metrics. Playtesting.

Specifics

In-House engine: Memory Leek, Level built in Maya, 9 weeks full-time, 16 developers. 

 

BLACKOUT

A horror game inspired by Outlast, where the player run from a mysterious entity. 

Event 1 start the chase, Event 2 gives the player some brief safety and Event 3 restart the chase.

Responsibilities

Project management. Level Design, Game Design & Metrics. Playtesting.

Specifics

In-House engine: Memory Leek, Level built in Maya, 10 weeks half-time, 16 developers. 

 

KRYPTA

A platformer inspied by Celeste, with a twist. A blunderbuss lets the player aim and ricoche through the levels.

Deep within the crypt lies the source of corruption which can only be cleansed by sunlight.

Responsibilities

Project management. Game Design & Metrics. Level Design, Level 1, Level 2, Level 3. Playtesting. Compose music. 

Specifics

Engine: TGA2D, 8 weeks half-time, 16 developers. 

 

KNIGHT TRAP

A semi-linear top-down game inspired by Zelda: A Link To The Past. The player explore and find keys but the focus lean heavily toward having fun while slashing through hordes of enemies, while also uncovering the story of a tyrannic vampire-queen and her self-sacrificing younger brother.   

Responsibilities

Project management. Game Design & Metrics. Level Design, Level 1, Level 2. Playtesting. 

Specifics

Engine: TGA2D, 8 weeks half-time, 16 developers. 

 

POST HASTE

A manouver and dodge game inspired by Starfox64. The skilled player may pick up additional mail while delivering this one important package. In Level 3 that package is stolen, setting off a wild chase.  

Responsibilities

Project management. Game Design & Metrics. Level Design, Level 1, Level 2, Level 3. Playtesting. Compose Music.

Specifics

In-house engine: Memory Leak, Level built in Maya, 10 weeks half-time, 16 developers. 

 

LOVE IN TRANSIT

A narrative-oriented VR game, designed and created during a 48hr Game Jam. It's love at first sight, and it doesn't matter how badly the player mess up; everything works out anyway. However in the end, it all turns out to be a day-dream fantasy. After all, there is something super-scary about saying hello at a bus stop.

Responsibilities

Project management. Creating meshes in Maya. Compose music.

Specifics

Engine: Unity, 48hr Game Jam, 5 developers. 

 

SHELLSHOCK

A side-scrolling shoot em up game inspired by Gradius. In this sea, where theifing bosses lord over hordes of mechanized minions, a hermit crab must be brave and use all abilities to succeed on this desperate rescue mission.

Responsibilities

Project management. Game Design & Metrics. Level Design, Level 1, Level 2, Level 3. Playtesting.

Specifics

Engine: TGA2D, 8 weeks half-time, 16 developers. 

 

TICKETRUN

A linear side-scrolling runner game, designed and created during a 48hr Game Jam. The player must hurry to collect as many tickets as possible to help her/his friends.

Responsibilities

Project management. Game Design & Metrics. Creating meshes in Maya. Level Design, Level 1, Level 2, Level 3. Playtesting.

Specifics

Engine: Unity, 48hr Game Jam, 4 developers. 

 

BEYOND SALVATION

A linear top-down game inspired by Diablo.

From cramped streets to noble market-squares, the player eventually enter a corrupted cathedral and finds the source of the corruption.

Responsibilities

Project management. Game Design & Metrics. Level Design, Level 1, Level 2, Level 3. Playtesting.

Specifics

In-house engine: Memory Leak, Level built in Maya, 10 weeks half-time, 16 developers. 

 

LUNAR EVAC

A point and click game, with one foot on earth and the other on the moon. Pick-ups and puzzles connect the two playable characters, where one hope to rescue the other from a damaged moon-base. 

Responsibilities

Project management. Game Design & Metrics. Level Design, Act 1, Act 2, Act 3. Playtesting.

Specifics

Engine: TGA2D, 8 weeks half-time, 16 developers.