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Pupgraded, a story-driven game concept, lets you experience the world through the eyes of Io, a dog who mysteriously transforms into a human.
Make choices that impact Io's relationships and navigate a world both familiar and strange.
Explore themes of identity and loyalty through unique gameplay mechanics that challenge you to think strategically as both dog and human.
This concept document and narrative treatment outlines the emotional journey of Io, the diverse environments they encounter, and the characters who shape their story. Pupgraded is targeted towards players who enjoy immersive narratives and thought-provoking choices.
Description: Bone Hunter is a rough prototype game where players control a wolf character on a procedurally generated desert island. The objective is to collect as many bones as possible by clicking within a time limit.
Why: Bone Hunter showcases my exploration of procedural generation. This technology allows for creating unique environments each time the game is played. Including Bone Hunter demonstrates my ability to implement procedural generation and integrate it with core gameplay mechanics like resource collection and time pressure.
Reflection: Developing Bone Hunter was a great learning experience. I had the core gameplay loop in mind, but execution was much tougher. Procedurally generating items within bounds (and for the bones, under the land) was challenging, but it wouldn't be a replayable game without it.
While creating Bone Hunter, I learned the importance of considering my own limitations during the design process. The initial version highlighted the technical aspect of procedural generation, but lacked artistry. This experience highlights the need to balance technical skills with visual design.
Description: Fire Escape is a first-person prototype game where players navigate a maze-like environment while being chased by a persistent enemy. The enemy can navigate obstacles and stairs, making escape a strategic challenge. Players manage a mana resource to shoot the enemy and collect health packs to survive.
Why: Fire Escape showcases my work on enemy pathfinding and, theoretically, resource management. The enemy's ability to navigate the environment efficiently creates a tense and challenging experience. Including Fire Escape demonstrates my ability to implement pathfinding algorithms and integrate them with player mechanics like resource management and health management.
Reflection: Developing Fire Escape was a valuable exercise in refining AI behavior. Initially, the enemy simply chased the player in a straight line, and would get stuck at different heights. This approach proved to be too easily exploitable. Implementing pathfinding algorithms presented a challenge, but it significantly improved the enemy's ability to pursue the player and create a more engaging chase experience.
While working on Fire Escape, I learned the importance of creating a satisfying gameplay loop. Through adjustments to pathfinding and enemy behavior, I was able to create a more balanced challenge that felt fair and engaging. This experience highlights the importance of iterating on game mechanics to achieve a satisfying gameplay flow.
Description: This is a pair of 3D modeled tonfas textured with a color scheme inspired by Sailor Jupiter, a character from the Sailor Moon series. I created this model using 3ds Max software.
Why: Firstly, the modeling itself demonstrates my proficiency in 3D modeling software, particularly 3ds Max. The creation of the base mesh, the application of smooth shading, and proper polygon flow are all essential for creating game assets. Secondly, the texturing process highlights my understanding of UV unwrapping and material creation. Texturing the model with Sailor Jupiter's colors involved creating a visually appealing material and applying it correctly to the UV map, a skill directly transferable to game object texturing.
Reflection: This project was a great exercise in translating a 2D design into a 3D object. Finding reference images of the tonfas from various angles was crucial to ensure the model's accuracy. One challenge I faced was achieving a good balance between the number of polygons and the smoothness of the curves. A high polygon count creates a visually appealing model but can cause performance issues in games. To address this, I learned a technique called "retopology" where a new, lower polygon mesh is created that closely follows the contours of the high-resolution model. This allowed me to maintain a good visual quality without sacrificing performance.
Description: The Pupgraded concept document is a comprehensive overview of a story-driven interactive game. It outlines the narrative, gameplay mechanics, target audience, world, characters, and development team.
Why: This concept document serves as the foundation for Pupgraded. It showcases my ability to:
Craft a compelling narrative with emotional depth and themes that resonate with players.
Design innovative gameplay mechanics that merge strategic thinking with emotional storytelling.
Define the target audience and tailor the experience to their interests.
Develop a rich and diverse world filled with intriguing characters.
Plan and structure the development process for a complex project.
Reflection: Pupgraded's concept document was an iterative process. I began with a core idea - a dog transformed into a human - and researched similar games to understand their strengths and weaknesses. This research helped me define Pupgraded's unique features like the choice-driven narrative with emotional consequences and dog/human interaction mechanics.
A major challenge was ensuring the narrative resonated with players. Exploring themes of identity, loyalty, and adapting to a new reality required careful consideration of the emotional journey Io, the protagonist, takes. I incorporated feedback regarding emotional pacing and character development, leading to a more impactful experience.
Ultimately, this document demonstrates my ability to translate a creative vision into a well-defined game concept. It represents my skills in storytelling, game design, and project planning, all essential for creating engaging and meaningful games.