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Other Activities & Game Jams

Here you can find all the other activities related to game development I've held myself busy with. These range from additional projects done during my study, game jams and other topics I'm interested in.

Root Invasion

Battle corrupted veggies in a once-peaceful garden overrun by the root of all evil. Punch, wield, or devour them to survive waves. Can you undo the dark energy of the root, or will you succumb? The garden's fate is in your hands in this 3rd Person Zombie Shooter.

Project Details: 

  • Type of Project: Game Jam

  • Engine: Unreal Engine 5.1

  • Development Time: 5 Days

  • Team Size: 10 Developers

  • Role: Technical Designer

  • Genre: 3rd Person Shooter

Contributions: 

  • Develop 3Cs Metrics & Abilities

  • Design the weapon/healing system.

  • Develop & implement Audio.

RootInvasion.png

Super Galaxy Conquest

As an explorer, you set foot on this planet to expand your world's territory. Stomp the alien boss to take over this planet for your own people!

Project Details: 

  • Type of Project: Game Jam

  • Engine: Unreal Engine 5.1

  • Development Time: 1 week

  • Team Size: 1 Developer

  • Role: Game Designer

  • Genre: 3D Platformer

Contributions: 

  • Implement spherical gravitational pull around the planet.

  • Script a character that can run & jump on the spherical planet. 

  • Develop a Boss enemy that follows spline-based movement and takes damage from the player. 

  • Implement UI elements for the timer.

Super Galaxy Conquest.png

Currently Reading

As a game designer, I am trying to gain knowledge from different places, including books. Here I would like to share some of the books I have been reading for my self development and takeaways.

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The Design of Everyday Things: 

  • The first book I started reading as a game designer. 

  • Its basis in Human centered design really inspires me in my work, always speaking for the player when advocating my design ideas. 

    • Affordances and signifiers have become some of my most common terms. ​

  • I should never blame the player for interacting wrong with my design. Instead the design needs fixing.​

  • If the user gets distracted or keeps interacting in an unexpected manner, constraints on the product can help limit the amount of possible actions.

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The Playful Production Process: 

  • Started reading it along with my 3rd year student project (Shred Off) to understand the deliverables of the 4 development phases (Ideation, Pre-Production, Production & Postproduction).

  • Ideation and Pre-Production are chaotic phases where the holistic design of the game experiences big changes. 

  • Concentric Development is a method during Pre-Production of working and focusing on the primary mechanics until they are polished features. 

  • At the end of Pre-Production the team delivers a Vertical Slice, Game Design Macro and schedule of Production (which won't go as planned because its game dev).

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