Noah Cartwright
Game Designer, Narrative Designer
Game Designer, Narrative Designer
Backstreet Bash (Godot)
I also worked closly with the programmers to ensure that all the code functioned properly and conducted bug testing, tracking and reported any issues that arose.
Godot, C#, Android game
Interstellar Isles (Unity)
The player has three different weapon choice to which they would have to find on three of the islands. which would help them shoot the asteroids to protect the island and themselves.
Throughout the project, I was in charge of helping out with the islands layout. I worked on some early concepts of how the game would work and what the world would look like once developed. However within the project I also ended up producing most of the games sounds such as a main menu, background music, in game music, three different type of weapon sounds and finally a death screen sound.
I also worked on bug reporting and extensive testing throughout the stages of our game. The game in the beginning had many bugs that needed to be reported and fixed. An example of this being the player could glitch through the islands and would not be hit by the asteroids. Another one being when stuck inside the islands you could shoot the asteroids and still earn score. An additional bug which broke the game was when picking up the auto rifle which would disable you from getting any other weapons throughout the game.
Unity, C#, Xbox Game
The Dungeon Brothers was a collaborative project and my second experience developing a game for console (xbox). Within the team I took on the roles as Project Lead and Design Lead to where I was responsible for both the
During pre production I organized the teams workflow by setting up a Onedrive to
Regarding the game, I created and designed
Unity, C#, Xbox Game, Pc Game
The Dungeon Brothers (Unity)
Danger Dash (Playdate PulpScript)
Danger Dash is a game I developed using Playdate's PulpScipt engine. This marks my first experience creating a game for the playdate console which requires an understanding of its scripting model language.
As a solo developer of this project I developed three levels which were built using a tile based system to where the game requires a key to unlock corresponding doors to progress. The player must avoid traps that try and put an end to the player. As the player progresses through the game, the levels progressively get harder as there are more traps and more keys that the player must collect in order to unlock the doors.
Within this game, I implemented a hazard system that includes animated laser traps that toggle between two different animations that corresponds active and inactive. Within the hazard system I additionally added spikes and bombs that would instantly eliminate the player on contact which would make the player restart the game. I managed to create and code a timer which allows the player to see how long they have been playing for. Another thing that I managed to implement was a functioning health pickup that allows the player to gain health when they have taken damage from either of the traps.
I also worked on bug testing as there were a lot of issues at the start of the game. A reoccurring issue that kept popping up was trying to figure out how to create a health bar that would allow the player to take damage and die. I managed to figure out a way to code a system where the player takes damage when going into an active trap.
Throughout this project, I have strengthened my skills and abilities to learn a different engine while having limited time to create this project due to it being a university project. Within this, I have learned how to create games for a playdate device and have learned another scripting language.
Pulpscript, Playdate, Pc Game