
TheDL
Games Projects
AESIR:
Aesir was created for our Narrative Module at university.
This focused on the creation of a narrative based game, from its inception & technical documentation through to creating a working, playable prototype.
First we were tasked with creating a Storyline. We analysed 'The Heroes Journey' to figure out what made an interesting narrative, and created 100 questions (answered in the style of our hero) to determine her personality.
Once we had our hero, we created Storyboards, Storylines and a screenplay. The Storyboards laid out how our cinematics should be shot, including the key details and angles that we wanted to capture. The storyline is a 20 level, brief explanation of what should happen during all points of the game. Finally, our Screenplay included a script, and acting notes for our voice actors/notes for the Cinematographer to capture.
Once all the technical documentation was concluded, we set to work on the game. I was in charge of creating the entire cinematic, as well as recording and editing voices and all other Audio.
It was amazing working with Sequencer in Unreal Engine 4, and was one of the highlights of my time at university. I utlalized Audacity to create sound effects, and really enjoyed my time during this project.
On the Aesir Technical Documentation page you will find all our documents we created for this game, as well as an insight as to how I created the Cinematics for the game.
Providence:
My personal project that I created for my final year project, Providence is a dungeon crawler created in the isometric style.
This was an attempt to push my boundaries and attempt to learn something new and impressive, while also creating a game that was dear to my heart. Growing up in the 90's I recall fond memories of playing through Diablo 1, and since then I have been in love with both the Isometric art style and the ARPG genre.
My personal goals for this game were two fold:
One: Create a game where scripts interact fluidly with each other.
Two: Create a Melee-combat based game.
I managed to hit both marks with this game, I am particularly proud of the way I dealt with the melee combat issue. I set up 3 scripts, one for the player health and attacking features, one for the enemy health and attacking features, and a final script on the player weapon that feeds information back-and-forth between the two main scripts.
This is the project I believe I have both done my best work on, and got the best mark. I did everything myself, including creating and resourcing sounds, level creation, programming and more. It has been an interesting and extremely valuable project, and I look forward to improving this post University.
The Providence page is currently under creation, however included on the placeholder page is a brief snapshot of work I did during the creation of Providence.
Rolling Trouble:
The first game my team created this year, we were tasked with designing our own mobile game. After taking some time researching mobile game trends and popularity, as well as brainstorming a game that uses the key features of a mobile device, we settled on our idea of a line-rider style game.
The game is fully featured on the Google Play store, and learning the requirements for putting an App on a store was an eye opening experience.
We also experienced our first User testing & feedback with Rolling Trouble, getting large amounts of users to play and review the game, feeding us back ways to improve our game through the use of questionnaires.
Finally, this was our first break into Trello. An amazing service, working with and documenting all our work on Trello simulated the working experience, and taught us how to create games in SCRUMS.
Mobile Game: Rolling Trouble
Engine: Unity
Roles: Level Design, assets, sound design
A mobile line drawing game
Grade Achieved: First
Download HERE
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Winters Rush:
Created for our 'Multiplayer' module, Winter's Rush was created in Unity, utalizing PUN (Photon Unity Networking).
This was an eye opening experience, as I had no idea that getting multiplayer to work in a game was so complex.
By using RPC Calls, we managed to set up one user to be the host of a room, and could communicate and send the information that they are hosting to the other players on the server.
Small jobs such as changing character skins became much harder than expected, as not only did you have to change the character on the players machine, but you also had to send the information across to other players.
Aside from this, we learnt how to set up Lobbies and Rooms for multiplayer games, as well as destroying empty rooms when all players leave.
Included on the Winters Rush page is all the technical documentation relating to the creation of this game.
Finish Project List:
Find below a list of all projects that I have finished. Included is a brief description on them, such as which engine it uses. If you have any questions about these projects, please do contact me.
Zombie Ball
Professional Games Environments
Unreal Engine 4 Based.
Time Attack Game

Foreordination
Professional Games Environments
Unity Based.
Arena style survival game

The Ticker
My First Game
JFC Game Engine
Side-Scrolling Platformer
