Wednesday – 2013

Wednesday was a text-based adventure game I did with a friend of mine, programmed in Inform 7.  You fill the shoes of Gregory, an office worker with a mundane job in an absurdist universe.  Navigate Gregory through his totally insane office as he tries to get his bosses to sign off on his new proposal.  For this project I provided much of the code, helped restructure certain bits of code to fit in better with the story, and oversaw all playtesting.  You can play it in its entirety at the link above.   Note: on that link, I am credited as Phoenix, and my friend is Trask Nari.

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Minecraft creation: Kanto and Johto from Pokemon Red/Gold – 2012

As a personal project, I re-created the maps from Pokemon Red/Blue and Gold/Silver in Minecraft.  There were a number of design challenges associated with moving a two dimensional map into three dimensions, as well as making each city feel unique with their own style of houses, paths, and street lights while still capturing the original atmosphere.  There was the additional challenge of making buildings and caves interesting on the interior due to the impossible spaces created by the outside being smaller than the inside.  Doing this project helped me realize how much I love doing level design.   My rendition of Pokemon Red/Blue  was even featured as part of a series by two well known “Let’s Players” on YouTube: Trask Nari and Puddle.  A quick demonstration of the Pokemon Gold/Silver map is below.  Please do not judge my video editing skills, just the level design.

Angry Nerds – 2012

Angry Nerds was my Sophomore game project for an introductory game programming class.  We were given the option of doing an educational game, and I designed a game inspired by  Angry Birds to teach classical mechanics.  The story was very minimal; you were a peasant in the land of Reddit and the evil king Lamar Smith passed the Stop Online Peasants Act, and you had to go destroy his castles with Death Star-like flaws in order to restore internet freedom to the land.  It was a parody of SOPA (Stop Online Piracy Act) that was a huge deal during the time this was in development.  For this game, I was the lead designer and developer, and programmed all state management and menus.  It was a fun take on learning classical mechanics that appealed to people that hated physics pencil and paper homework but needed help grasping the math.

If the player was ever wrong, the game told them how they were wrong so they could correct.

If the player was ever wrong, the game told them how they were wrong so they could correct.

It became obvious if the player had done a miscalculation before they even fired so they could get it on the first try.

It became obvious if the player had done a miscalculation before they even fired so they could get it on the first try.

We introduced problems by the main character exposing the critical flaw in each castle.

We introduced problems by the main character exposing the critical flaw in each castle.

Sample of the game screen.  It gave immediate feedback if you were at least in the right ballpark with your calculations.

Sample of the game screen. It gave immediate feedback if you were at least in the right ballpark with your calculations.

Simple and culturally relevant (at least it was at the time)

Simple and culturally relevant (at least it was at the time)