Year 2, Study Block 1
Module
GAM205
DESCRIPTION
A prototype game centred around 3 gameplay pillars from a set list provided by the lecturers
Months
September - December
GENRE
Prototype Creation
PLATFORM
Unity
For GAM205, I created a small prototype for a game centred around the history and creation of cocktails called Quantum Quash, the gameplay was rather simple and tried to get as much information in about certain cocktails as possible such as the martini.
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This project used Unity and also used the package Fungus to help with the text and score keeping with its inbuilt variables system and in the end it was a simple looking game and I enjoyed making it, to fall in line with one of the gameplay pillars of playing using only one button the player would do all the pouring and shaking using only one button, this used code that created a timer in which checked how long the player held down the button and gave a different response depending on how long it was held. Another Pillar used was strategic time travel which created the idea of going to the specific place in place and time to make the drink of that era with the first drink being a martini in the 1930’s.
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I had also created the assets myself in the free pixel art website, Piskel, this was to reduce the amount of licenses and assets I would have to track down and collect, allowing me more time to focus on polishing the game. The only thing the game lacked in entirely was no use of music which I had issues finding copyright free music that matched the game’s feel at the time, that was definitely a regret and if I was to return to this project, it would be the first thing I added
Year 2, Study Block 1
Module
GAM202
DESCRIPTION
A group project tasked with making a game with a randomly selected team, this module was based on the pre-production side of work such as the conception of the project and pitching.
Months
September - January
GENRE
Group Project Pre-Production
PLATFORM
Unity
In GAM202, we were divided into teams and set to create a concept and prototype of a game made to be showcased at the university's expo, I was put on a team comprised of one other designer, one writer, two programmers and four artists and we came up with the idea and concept that became Hive Mind, the idea belonged to the other designer Lara who wanted to do a game that was based around the use of darkness and using the character's light to traverse, which led to us creating an early prototype with the character moving around using only the light on the model and attacking individual enemies on click, later coming up with the idea of making the player control a swarm of creatures akin to the franchise Pikmin. With market research taking a strong point at this stage, being able to come up with links to other games and consumer profiles. The project was ambitious but never ended up over scoped as we worked within our limits. The only issue came with personal conflict between a programmer and I which was worked through. Overall this helped me focus more on market research and prototype ideation.
