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Student Projects
Here are some of the projects that I worked on for different assignments while at AIE. These projects range from Major production, Level design - UX design and programming. These projects are from both my first and second year while at AIE.
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Major Production
Blood Bastion
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During my final year at AIE we where tasked with creating a vertical slice of a game. We where given twelve weeks to do so and I was placed into a group of six consisting of two designers including me, three artists and one programmer. We decide upon making a mobile tower defence game where the goal is to survive till round 30. My role was lead designer and producer, I was responsible for Level Design, UX Design, UI Design, overall gameplay including enemies and tower design.
Enemies
The player has to place different towers in order to defeat the different types of enemies that spawn throughout the 30 waves. There are six different enemies that the player has to prevent from reaching the end of the path. If an enemy reaches the end of the path the player loses x amount of health depending on how many and what type of enemy it was.
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Villager
Villager are the weakest enemy dealing minimal damage and has a small amount of health. These enemies are common early on and appear in higher numbers in later rounds.
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Soldier
Soldiers have more health and walk the path faster then villagers also doing more damage to the player.
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Knight
Knights are faster and have more health then the soldiers, they also can only be attacked by towers that can pierce armour.
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Thife
Thieves are stealth enemies can only be attacked by towers that are upgraded to see stealth enemies.
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Priest
Priests are supporting units that when walking the path have an aera of effect healing trait, any enemies within this aera gain health over time.
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Templar
Templars, like the knights, can only take damage by towers that can pierce armour. Templars have a tainting trait that makes all towers within the range attack only them even if they cant damage them.
Towers
The player uses the in game currency "Blood" to place and upgrade towers. The player gains blood by defeating enemies. Each tower has different upgrades and traits that the player has to use to defeat the different types of enemies.
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Cannon
Area of effect
The cannon is a short ranged tower that fires a small projectile that travels towards the target. The projectile has a small area of effect that is effective with dealing with close groups of enemies.
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Burst Fire Upgrade - Adds 3 additional projectiles per shot, for a total of 4 in a burst.
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Heavy Cannon Upgrade - Adds more punch to each shot, with a larger area of effect and more damage.
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Ballista
Single target
Slow but powerful, the ballista specialises in doing high damage to single targets. To counteract the high damage, the tower has a slow draw time which means groups of enemies can slip past.
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Rapid Fire Upgrade - Significantly increases the ballista's rate of fire.
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Armor Piercing Upgrade - Large Increase in damage and adds the ability to damage armored enemies.
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Archer Tower
Single target
This tower has a large range and a rapid attack, but weak damage, perfect for holding a large area. Due to its high range, archers can chip down enemies over a longer amount of time compared to other towers.
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Overwatch Upgrade - Increases range and allows the tower to detect stealth units.
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Heavy Archers - Increases damage, rate of fire and allows armour penetration, but shortens range.
Level Design
Here you can see some images from both the levels. Our game was based around medieval times with the first level taking place in front of a castle where the player is meant to defend and the second level taking place inside said castles courtyard.
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Programming Fundamentals
Faster Than Fast
For my programming fundamentals assignment I wanted to try and simulate a working gear box from a car. I created a time trial racing game and focused on getting the manual gear box working. We had a three week deadline.
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To make the gear box I had to set curves based of the players current speed and gear to limit the players speed wither it was to make them slow down or speed up. With a real car the user will want to "rev match" as best they can when changing gears in order to keep speed and not blow up their engine, to replicate this I combined rev matching to the players speed.
When accelerating the players speed will capped depending on their gear requiring them to shift up. The players acceleration is all based off of the players current speed and gear, just like with a real car the player will gain better acceleration in lower gears but will have to rev match with their speed to keep up their velocity. when downshifting the players speed will decrease if they did not rev match using their speed before shifting.
Level Design
City Segment
For our level design assignment we where given pre made gun and enemies packages and were tasked to make a FPS single player level around them. I wanted to design a small part of a city with buildings you could enter. The level is set post apocalyptic with buildings having wholes blowen open, interior of buildings only being lit by flairs, streetlamps broken with lights flickering and a car on fire. I decided to grey box the buildings and interior and texture some small parts for extra detail and to give a better understanding of the layout. One building is lit by green flair while the other is lit with red to give the player a better understanding of where they are in the map with just a glance.
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