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Check out all of the various features and systems I have created and worked on!

Merging into Fabric

Platforming Between 3D and 2D

To ensure that moving between 2D and 3D didn't feel like two separate games, I wanted to encourage moving back and forth between the two for fun and unique platforming.

  • The original version was too slow and hard to use.

  • Pressing a button to merge was inconvenient, especially while jumping.

 

This led to a key iteration: Auto-Merge

The player automatically merges into fabric by jumping towards it (no button push)!

Auto Merge...​

  • ​Made players feel more powerful.

  • Greatly decreased player frustration.

  • Encouraged speed running.

Still allowed the player to toggle between 2D and 3D for floor merging in puzzle moments.

Needle Throw

Throwing the needle not only provided the player with a way to fight enemies but now also allowed them to interact with their environment and solve puzzles.

In refinement, a translucent arc and flexible decal were added for better affordance.

Sew Mechanic

Early on in prototypes, I realized that the player needed a tool to allow the player to actively interact with the world.

This is when I decided to combine two mechanics already in the game...

Merge Mechanic

Throw Needle

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Sew Mechanic

Sew = New Core Mechanic! 

This was perhaps my most impactful design choice. This gave the player an active ability to use for platforming and puzzle-solving.

 

Plus the free-form nature of the mechanic left so much room for agency for the player to discover emergent gameplay and speedrun levels, leading to a high increase in replayability.

AI Combat Behavior

My Mission

Design combat that is "simple but fun" to create a nice change of pace between platforming challenges.

Where I started my design process

  • How are enemies a threat to the player?

  • How can the player's mechanics help them fight?

  • What can I do to stay within scope of the project?

​Initial Combat

  • AI Moves/Acts Too Stiff

  • Fireball Projectile = Too Fast

  • Melee Only = Boring

Finalized Combat

  • Better Detection for AI

  • Melee & Throw  = Versatility

  • Easier to Predict Projectiles

  • Parry Instant Kill = Fun!

Awesome Multi-Parry Moment!

Scripted a unique player mechanic: Warp Lightning Slash.

Design Goals For This Mechanic

  • Create a new way for the player to traverse through a dungeon.

  • Add combat capability using the new mechanic.

Teleporting Traversal

The player can only teleport by hitting these special statues with their new lightning slash attack.

This allowed me to control where the player could teleport to and prevent the player from having a new skill that would break the game.

Teleporting Traversal Uses:

  • Solve environmental puzzles.

  • Explore new areas.

  • Traverse past obstacles.

Scroll to see more of my code!

Teleporting Enemies

This new mechanic can also be used in combat by teleporting distant enemies to them.

This gives the player an advantage against ranged enemies by closing the distance and bringing the fight within range of the player's melee attacks.

Scroll to see more of my code!

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Flamethrower Trap

Level Highlight: A gauntlet of deadly flamethrower traps that the player must narrowly jump between to avoid being scorched!

One of my goals for this level was to use the Flamethrower trap that is native to Fallout 4 in new and interesting ways.

In addition, I also scripted my own version of the flamethrower trap as an added twist.

Cycling Flamethrower Trap

Scripted a flamethrower trap that cycles on and off endlessly using a state machine.

Scroll to see more of my code!

Continuous Flamethrower Trap

Scripted an alternate version of the flamethrower trap that never runs out of fuel

Electric Power Breaker

Scripted my own unique mechanic: Electric Power Breaker Traps.

Design Goals For This Mechanic

  • An electric trap to be used in combat against enemies.

  • A gating system to access locked areas.

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