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Unity Engine Projects

These are the Unity 3D projects that I have done, and are worth mentioning. Unity was the first game engine that I was able to learn and reach a reasonable amount of proficiency with. Many of these projects were developed in less than a single month with some only taking a few hours. I hope you enjoy looking through them as much as I did making them.

Doodle Box Tower Defense

February 28, 2017

This was an interesting project to work on for several reasons. First of all, this is a similar game to that of one of the other projects on this list "The Fountain of Youth". This is a First-Person Tower Defense game where the player is defending an Artifact at the top of a pyramid. Though the premise is similar, there are obvious artistic and mechanical differences. I made this project from scratch, and did all of the work including art, design, and programming by myself. That's not to say that I didn't watch tutorials or look at other games to solve certain problems. Two of my biggest problems in this project were things that I've never attempted before. The first was getting my project to make .json files for saving persistent data. The other was only a "Developer's Preference" that has no impact on how the game functions. The way that I built the wave system had an Array of Arrays to hold the wave information. So, in Unity's inspector, there were many "Elements" of these arrays cluttering up the inspector in confusing ways. To fight this confusion, I had to write a custom Editor script to modify the way that the information was presented. Despite the fact that this project isn't at 100% (Obviously missing audio), I had a really fun time working on it. I learned a lot from developing this, and I may eventually decide to finish it. Either way, I hope you enjoy it.

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You can play it on itch.io here.

Vibramancer

January 22, 2016

This is one of two games that I helped develop during the 2017 Global Game Jam. I was assigned to this project after the lead programmer left about a quarter of the way through the Game Jam. I served mostly as a programmer for this team, making the functionality and creating the mechanics based on the designs of the idea the team already had. Since their team had gone so long without a programmer, when I arrived, they were drastically behind schedule. I spent the next 30 hours polishing the functionality, and adding in new mechanics that had not yet been made. I had a lot of fun doing this, and the team was extremely fun to work with.

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Here is a link to the project on the Global Game Jam website: http://globalgamejam.org/2017/games/vibramancer

Fountain of Youth

January 22, 2017

This was one of two projects that I worked on during the 2017 Global Game Jam. The role that I took in this project was mostly design-oriented. I worked with several other designers to develop a 2-player First Person tower defense game. One player is using the mouse and the keyboard while the second person is using a VR system (HTC Vive). The two players work together to defend the sacred Fountain of Youth from invading pirates. Unfortunately, I didn't work on the project for the full 48-hour duration of the Game Jam, because I was reassigned to another team whose lead programmer left during the Jam. But, I had fun working with the individuals on this project, and getting to see it all come together.

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Here is the game on the Global Game Jam website: http://globalgamejam.org/2017/games/fountain-youth

Procedural Weather

December 23, 2016

This isn't a game, but I made it in Unity over Christmas Break. I challenged myself to make a cartoon-style cloud generator. It was very challenging to say the least. I was unable to do it the original way that I wanted, which was to dynamically generate the cloud mesh in run time. However, I did get it working when I started with a basic Icosphere mesh. Once I had a starting point, I was able to change its shape with randomness, Perlin Noise, and mess with other attributes like opacity, size, drift, and complexity. I went a step further also by making lightning. I just used Unity's basic LineRenderer component for that, but I think for a small project, that it turned out quite nicely.

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You can take a look at itch.io here.

Onslaught Defense

September 28, 2016

This game was a one-month academic project that I worked on by myself. The goal of this project was to make a game that fit a theme, which was "Side Effects". I created an endless wave style game that puts the player in the position of the most powerful turret on a fortress. The player must fight enemies and earn money to purchase new an better turrets. The player can also upgrade, sell, and buy new turrets whenever they want. Although this is a simple game, I only had a little under a month to make this from scratch. Looking back at it, I would have done some things differently, however, since I was in a rush to rapidly prototype this game, I wasn't as concerned with efficiency as I was with "Does it work".

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You can play the game on itch.io here.

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NOTE: When playing the game, it's much better if you use fullscreen mode because the HUD didn't scale properly when I built it to WebGL format.

Rolly Thing V2

September 26, 2016

This project was not meant to be anything special, hence the odd project name. Originally this was just supposed to be a test of the Unity 3D bloom effect. However, I kept adding on to it, and I soon developed a basic AI system that targets bots of other color than their own. For instance, red will fight green, blue, yellow, and pink, but not each other or you since you play as a red bot. I enjoyed making the level, but sadly, I never completed it. This was a personal project that I just worked on by myself in my spare time. If you follow the road closest to the spawn point, it will take you to a tower which you can climb using jump pads that I made. Once you get to the top, you can follow a highway over the city. Again, it doesn't really go anywhere, and there is no objective since I never finished it. I thought I would just add this since it was an interesting project that I had fun designing.

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You can play around in the level on itch.io here.

Recreation of Atari's Asteroids

August 24, 2016

This is a project that I worked on for a small assignment in class. The instructor told everyone to choose an old arcade game to make, and so I chose asteroids because it was a simple yet engaging game. The assignment was completed in the classroom in 5 hours. I used MS paint to make the images, and http://www.bfxr.net/ for the sounds that are in the game. I did all of the scripting in C# myself. This is not an exact replica of the original game, as it lacks the high score feature, along with my recreation having a different "safe-respawn" function. The art is also a little different, since I didn't use any of the original assets. This was just a school assignment, but I had fun making it. If you want to learn more about this project, please contact me.

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IMPORTANT: This is not the original Asteroids, and I do not pretend that this game is my idea. Asteroids belongs to Atari, and this is just my recreation of that game.

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You can play the game on itch.io here.

Scraps

June 28, 2016

Scraps is a three-month academic project in which myself and two others were designing a 3rd person, post-apocalyptic puzzle game. We were given a level-blocking tool, art assets, the HUD, the player, and the theme to design around. We had to design the levels, puzzles, progression, and any interactions that we wanted the player to have in our levels. The first two months of the project, we all worked individually. On the third month, we were divided into teams, and had to adapt our levels into one larger level with seamless transitions. In the build, my level is the second portion in which the player needs to traverse. My portion of the level begins when the player goes down the elevator, and it ends when the player passes the large turrets in the large room underground.

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Here is the link to the walk-through: https://www.youtube.com/watch?v=0Q06d42gXa4

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This is where my level begins: https://youtu.be/0Q06d42gXa4?t=3m32s

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