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Personal Projects

This page is to show my personal projects, where I work by on solo or collaborative projects. This page is more for me to show who I am in private rather than professional. The projects are prototypes and nothing that is meant to be published (at this time).

Shooter Prototype

Genre:

FPS / TPS​

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Contribution:

Design, Code

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Tools:

Unreal Engine​

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Status:

Ongoing

Concept

Working on a shooter prototype with following features:

Switch between First Person and Third Person

Bullet Spread

Enemy Ai

Weapons system

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EarlyCamSwitch.gif

The camera switch is simply and input that deactivates one camera and activates the other.

BulletSpread.gif

The bullet spread is made with one line trace from the camera and one from the gun. 

The trace end is randomised in the XYZ-axes.

What if Dracula came back?

Genre:

Third Person Rogue lite​

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Inspiration:

Mel Brooks

Vampyr

Hades, Gunfire Reborn

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Contribution:

Design, Code

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Tools:

Currently only Unreal Engine​

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Status:

Ongoing

Concept

'Dracula' is one of my favourite books, and 'Dracula: Dead but loving it' is one of my favourite movies. One can almost see a pattern.

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During the later stages of my education at FutureGames, I was looking into using shapeshifter mechanics in Unreal. When researching how to create the shapeshift, and what shapes to shift to, it dawned on me that I could make an alternative to Dracula's ending. So here it is...

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Dracula wakes up XX years in the future. He is revived by a person who presents themself as a descendant of Renfield, Dracula's former servant who ate bugs. Dracula is updated with current state of things, and notices that the artifacts that gave him his powers to switch forms are missing, including his teeth. Dracula decides to find the artifacts and seek his revenge upon the town that he used to call home.

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The game will present characters from classic horror stories in a dark humourous fashion.

prowl_edited.jpg

The game is a third person stealth game where the player is playing as Dracula. The primary mechanic is vampiric coercion, which the player will use from the shadows, to lure enemies into the player's thirsty grasp. The only way the player can heal is through drinking blood. If the player is found or revealed, they can defend themselves using melee fighting, but they are most likely outnumbered.

 

As the player progresses, they will unlock the ability to shape shift into fog, a wolf, or a bat. However, the transformation is not permanent and the player will have to plan the best way to utilise these abilities.

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Playing during daylight is dangerous as the sun will damage the player, whilst night is more forgiving. However, nighttime brings out more aggressive and a larger number of enemies. 

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There is only one level and the player will have to unlock shapes in order to gain access to all locations.

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Here is an early prototype of shapeshifting gameplay:

Doom Clone: Nefarious Nefue

Genre:

Shooter

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Inspiration:

Doom, Commander Keen, Muppet Monster Adventure,

My nefue's idea of scary monsters

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Contribution:

Design, Art

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Tools:

Affinity Designer, Audacity

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Status:

Canceled due to being prohibited by my nefue to continue without him.

Concept

If you are on this page, I am guessing that you know 'Doom'. If you don't, Doom can be explained in the phrase: Push-forward combat.

You are powerful, you are lethal, and your job is to shoot bad guys!

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The back story behind this project is, my nephew wanted to design a game, where the enemies are demon-robots ("Do you know what a cyborg is?" I asked. "No, but it doesn't sound as cool!" he answered) from a hellish dimension.

eliotritning.png
MultibotB.gif
Multibotx1.gif

In this doom clone, you are Bobby Blitz, carrying your "love glove of demon-robot death". You need to save your world from the invading "Super Demon-Robot King" and his minions. The character design is my nephew's and I have no idea where the futuristic H.P. Lovecraftian approach to monsters come from, but it works.

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I am using Unreal Blueprinting for the logic and Affinity Designer for the sprites.

The logic contains UI, weapon, health system, as well as AI behaviour tree for the enemies.

LoveGlove.gif
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