Showing posts with label Portfolio. Show all posts
Showing posts with label Portfolio. Show all posts

Thursday, June 1, 2017

Using twine for text based games.


 
Complete passage structure.

PLAY THE GAME HERE


The cool thing about twine, that I've noticed, is that it's got plenty of coding potential. This was mostly to explore these possibilities. Below you can see some of the structure involved.

A randomly generated passage.




Adapted from the story written for the storytelling cource, which you can find here:

Go to the full story.

Wednesday, October 5, 2016

JamToday 2016 | C-Mine Crib

my second GameJam, I think this one worked out way better than the first one. That meaning that we actually managed to make a game. Always a plus.

Our game was called Gravity Assist and, trying to keep in with the theme of maths, was about using gravity and command-line style controls. This gives the 'space-sim' a very challenging edge.






We had a good team.

Thursday, September 22, 2016

Materials everyone's never done.


A collection of 'materials', such as 'instant noodles', 'half-filled wine bottle' and 'mug'. Mug's my favourite, good times making the glaze reflect properly.

Old grayscale bust from last year.






An exercise for the Game Art Course from last year. A bit narrower jaw then the example I copied. Liked doing the ears, enjoyed those. Call me weird, I don't care.

Monday, August 22, 2016

KDR Sunday Scrim | Desinging Advertisement Poster


Our HAWKEN clan is going trough some changes, and because I want to attract new people to join our open training I need to advertise. That's the purpose of this poster.

Using in-game screenshots and google image-search explosions (if you know good royalty-free alternatives, please let me know), Image edited in Photoshop and text in Illustrator.







Original screenshots:

Tuesday, August 9, 2016

Nothing but exploration.

NOTHING ELSE begun as a game idea from my friend: a computer program has to go around and survive. Things like finding a power source, code to eat, data to consume, and output to place. That kinda thing. From that idea and making a quick prototype I started to think about exploration games; Why do they have maps, or a preset world at all? Randomly generated terrains work, but they stay the same, you can return to the same old, already discovered place.

So NOTHING ELSE is only about exploring new places. The world that exists is the screen, anything outside of your vision and intractable area gets deleted, and if you move the world gets generated around you. You could move down a hallway, turn around, and have an open area to move around, or be stopped by a dead end. Go in circles and keep seeing new terrain.

Download here: https://drive.google.com/open?id=0B0OMXC3OytI5VXlHS3NQY0pSajg

Tuesday, August 2, 2016