Consigned To Oblivion

Blog roll detailing practical contributions during the course BSc (Hons) Game Design and Production..…

Read More

Video Composition

Various video footage was captured over the development period, these were used to create demo reels and trailers.…

Read More

Game State Management

Each level can be in many different states, keeping track of states within a level, and saving out level states to disk is an important requirement given the length of gameplay.…

Read More

Trigger Systems

I like to build systems and components that other designers can use to speed up their workflow, and/or get specific functionality without having to write custom scripts.…

Read More

Conversation

In Consigned to Oblivion a conversation is a linear exchange with no options or alternative lines and basic dialogue follows a prompt -> response format.…

Read More

Level Design

There is a large focus on baking the narrative into the environment. As a group we decided that a hub based level architecture, would allow us to explore Pauls current mental state more than a linear level map.…

Read More

Portals

In our game we wanted to make areas that would go around and around in a circle, but only in one direction. Teleportation was the obvious answer, but to make this a seamless experience for the player we needed a way to teleport them without them noticing.…

Read More

Shaders

In this project we have had a few diferent uses for custom shaders all of which I've buit using a node based editor called Amplify Shader.…

Read More

Waterloo Uncovered

Working with the charity Waterloo Uncovered over a 24 hour period, we designed, pitched, created and then finally presented a working prototype game integrating the past and present in an immersive archaeological environment.…

Read More