Game Dev Projects

Magnetum 

(By Daduun)

This was our entry into the GTMK2021 Game Jam and this might have been one of the best experiences of my life. Entering into this temporary community was a blast and we met so many awesome people along the way!

Our game was an absolute hit, reaching the top 150 games, with lots of feedback from everyone! As a result, We decided to dedicate more time to developing Magnetum further and have implemented a pretty big update!

All of the advice and feedback that the community gave us during the Jam have been taken in and worked on. Bug fixes, gameplay tweaks, accessibility. Along with this, we upped the level count to 6 including tutorial levels to better teach the game!

Future updates - Content, Content, and more Content. 4 Stages with 10 levels each. a total of 40 levels is planned! These will most likely roll out in the form of mini updates per stage!

REM Paralysis 

(By Daduun)

REM is the first game of many to be produced by our official game dev group: Daduun! Founding this group with Kristina Verma, we intend to spend the next year experimenting with workflows and "70%-projects"

This game is an attempt at a rogue-like style of game. We chose this as we believed the scope would be low considering how it will use random generation.

Oh, how wrong I was...

If the random generation options only have 10 rooms to pick from and if chests only have 5 items to drop, the player is gonna get bored, real fast!

In the end, we chose to get the functionality of the game to a solid point and stay with minimum content as the yearly GMTK Game jam is coming up and we want all hands on deck!

If everything goes well, we plan on revisiting our games like this one to give them the final touch of love they need!

Liberitas

Liberitas was my major work for SAE Institute. I had slightly less than a year to make the game and a pretty awesome team helping me.

I was a team leader, with 6 teammates under me. Two audio students, Two animation students, and Two games students. surprisingly, with such a large group, we had no serious issues and worked like a well-oiled machine. At this point, I feel like I've figured out how to lead a team!

Following the tradition of major work focused on mental health, Liberitas hopes to focus on depression and aims to make the players feel sad for our cute little character Cava.

We prioritized aesthetics and polish over content, and it definitely shows. Although the game itself might be a little too short, I truly believe that was the best call as this game is one of the most visually stunning games ill ever produce. I think the marker agreed because we got a high distinction for this game too!!!

Deliverance

Deliverance is a game about a little box man. You wake up for the very first time in a strange place filled with hammers, saws, and nails. Next to you, your own blueprint.

You could use these instructions to create more box people just like you!

With that thought, you feel a sense of purpose... You want to craft yourself your very own companion! You make a note of what you need, a box, some tape, and a pair of scissors. And with that list quite literally stored away in your box head, you set out into unknown lands in search of your destiny. After crossing lands of tile and water basins, you make a dreadful discovery... a beast!
I had so much fun making this game, And it's probably been one of the best team experiences yet. Everyone worked like a well oiled machine!

Survivaur

Survivaur is a multiplayer 2D dinosaur combat game set in an unforgiving prehistoric environment. Players will survive by attacking and eating other dinosaur players as a carnivore or avoiding predators and eating plants as a herbivore.

My primary role in this project was art lead. I designed the levels as well as all the characters. We were introduced to Piskel for this project to make really pixel art sprites. I used this website heavily for all the animations that you see in the game. It was a really fun challenge to animate the dinosaurs as I had to learn the anatomy of the dinosaurs as well as specifics such as how different creatures walk!
I am also especially happy with the Documentation for this project! I spent a long time creating visuals and developing a cohesive format for all of our documents that make it easy and pleasing to read through.

Play 2 Win

A Prototype 2D puzzler game, designed to emulate "Pay to Win" games.

There are two scenes in this game. A "Reality" scene and a "Game" scene. Essentially we have a fake reality with a game inside of it, creating Game-ception! I worked primarily on the "game" scene, while others worked on the "reality" scene.

This project is much smaller than most of my games as this was only a 6 week project intended to be a lens into our culture of capitalism. As this project wasn't part of a major workshop module, the emphasis was much more heavily leaning towards the "message" of our game.

I actually really like the art style and I would definitely love to develop it further in the future. I also love the music we found for the game. It gets me really hyped up!

State of Mind

In year 12, I chose Design and Tech as one of my electives. The main assessment was to spend the whole year developing a major work that would contribute towards my HSC ATAR.

State of Mind boasts a massive 80-page folio, detailing every step of my journey into this concept of game dev that I had only just barely begun exploring!

Frame of Mind is a videogame that aims to tackle mental health and raise awareness for the subject matter.

As a game, it begins as a stereotypical adventure game, however as the game goes on, the player will experience anxiety attacks that will sap all color away from the screen, and give you blurred tunnel vision.

In the end, the game was a bare-bones demo for what I wanted. But I think that's pretty good considering the context of it being my first big attempt at a game!

The Echo

The Echo was my first baby. I am still proud of this game not only because the idea somewhat unique, It also got a surprising amount of plays very early on!

Made with Construct 2 

Block Hop

This is by far the most refined  and successful Construct 2 game. Although the engine can only render 2D images, I used a shadow effect to create the impression of 3D cubes!

Made with Construct 2

Barriers

I made this quick game during a low point in my life when I was struggling with some metaphorical barriers. As a result this game came was a way for me to express my emotions. The end result is a serious game with an inspirational message.

Made with Construct 2

Rope3

Unfortunately it seems to be broken on the arcade.

Pronounced "Rope Cubed", it's an infinite arcade game about grappling around. I wouldnt mind coming back to this idea some day...

Made with Construct 2

Arcade Shooter

Arcade shooter was another one day dev project. I wanted to experiment with the idea of XP progression to level up however I unfortunately didn't give myself enough time.

Made with Construct 2 

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