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 MoreMain Menu and Credits
Main Menu creation and Credit scene modification to fit the UI aesthetic…
Read MoreModelling, Lighting and Teaching
Learning to bake lights was a time consuming task, but the result was worth it.…
Read MoreTrigger 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 MoreConversation
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 MoreLevel 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 MorePlayer Controller and Animation
Physics and navmesh based, click-to-move character controller…
Read MoreWaterloo 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 MoreConversation System
Node Based Conversation System A conversation in the game is a series of predefined prompts…
Read More3D Modelling and Texturing
Over the course of the games production I have been required to do some 3D work. I'm not so experienced with Maya so I initially selected a modelling option that is closer to Photoshop.…
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