In my World Without game, I wanted interaction with the world to feature a few core mechanics all to do with the theme of Libraries as free, public access to information: Non-Obligatory Play, Discovery, and vital community resource. All these themes feature the tenants of A “Third Place.” “The third place refers to the social surroundings… Continue reading Interaction Through Interfaces | DevLog_024
Category: DevLog
2.5D Camera System | DevLog_023
Camera Overhaul A few weeks into development, we had a production meeting about the feel of the game and how we wanted to shift the tone to a more playful vibe. The style of game we were making is a Cluedo / Hitman style game with more stylized assets and characters. We thought of other… Continue reading 2.5D Camera System | DevLog_023
Breaking the Cycle Dev Notes | DevLog_022
Outsets and Expectations Because the brief allowed for a few more weeks of development, I wanted to take the brief and learn something new. Something more out of my comfort zone and perhaps skill set to stretch myself a bit more than last project. I set out to do more a more systemically driven game,… Continue reading Breaking the Cycle Dev Notes | DevLog_022
Infinite Form AR Jam | DevLog_021
Link to my portfolio showing a full video of the AR Experience at bottom of page. Initial Brief and Meeting the Team This Jam I decided to do very last minute. It was sandwiched in between 3 other jams that I had just gotten done with, and about to start. I was very busy at… Continue reading Infinite Form AR Jam | DevLog_021
Post-Mortem Industry Brief | DevLog_020
Development Tools for Designer As I mentioned in my previous DevLog, I wanted to focus this project development on making tools for the designer to fill out the level and manipulate gameplay mechanics within the Level Editor. Being the only developer on the project, this focus being prioritized would allow me to focus more on… Continue reading Post-Mortem Industry Brief | DevLog_020
First Week Industry Brief | DevLog_019
Ideating and Initializing the Jam The introduction of the industry brief was a welcomed surprise to begin the unit. Especially when it came to who was in collaboration (Frontier) and the type of game we would be making. A management sim, with the theme of making the mundane exciting. This immediately jumped out to me… Continue reading First Week Industry Brief | DevLog_019
GAS Research Project | DevLog_018
With the last week of the unit and handing in a bit early, I decided to start on a research project looking into the Gameplay Ability System framework in UE5. After attending the workshop in Lyra giving a brief overview, I saw a ton of potential in how it could be leveraged as a tool… Continue reading GAS Research Project | DevLog_018
Hyper Polishing Casual Game | DevLog_017
A few days out of submission, my endless runner Car Centric is in a decent spot. All of the mechanics are in place and functional. Several play testers have given feedback along the development cycle, each at different stages of the games’ production stage. After several reiterations and tweaking, the game feels good to play.… Continue reading Hyper Polishing Casual Game | DevLog_017
GGJ 2024 UI Handler | DevLog_016
Recently in the Global Games Jam, I had the opportunity to work with several other disciplines to make a very unique game in a short amount of time. The game was heavily reliant on a “spam” mechanic of ads on the player screen reminiscent of early 2000’s windows interface. In Unreal Engine 5, the way… Continue reading GGJ 2024 UI Handler | DevLog_016
Refactoring and Object Pooling | DevLog_015
As of a month until submission, my Hypercasual project is hitting its final stages. Assets are added (some finishing touches needed), balancing of powerups/mechanics as I have people playtesting, and some code refactoring is taking place. One major point of efficiency is in how I am generating the level. In a previous update, the level… Continue reading Refactoring and Object Pooling | DevLog_015