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 pre - production and the final outcome of the game.
The game concept was an Xbox multiplayer split screen game where the game required two players to play. Within the game you can play as two characters who have different abilities to each other with one being ice and the other one being fire. Furthermore, the fire character was a closed ranged character while the other character was a long ranged character. If one of the players die the game would restart and progressed would be saved
The aim of the game is to complete three levels with each being different from the last. The first level is a tutorial level where players would defeat a bunch of enemies to gain knowledge of how the games mechanics work. Inside the level there are health potions that the player can pick up in order to gain health. The player would then get teleported to the next level when stood on top of the teleporter.
When the player has been teleported, the player would have to defeat goblins and collect coins in order to progress through the different corresponding area of the level. However, when the players collect enough coins they can increase their skills which help the player progress. As you progressed through the level there are different enemies which cause the players to play together. Regarding the enemies there were witches who threw long ranged attacks and goblins who were close ranged attack.
When the player has completed the fire level, they would then be teleported to the boss fight level where the main boss is. Within this level, the boss has two phases to which he spawns in witches and goblins that the player has to avoid and kill in order to deal damage to the next phase. When the player has defeated the boss fight and completed the level, the game would then end with a User interface that appears that says game completed to which the player would then press quit.
At the start of the project, I had produced most of the pre production work, starting off with the OneDrive, the concepts of the levels, the sounds and finally the cutscene. I then went onto develop the game by creating a cutscene using the characters backstories that I had produced. I did this by using the software Microsoft Clipchamp where I can record and edit the cutscene.
I then went onto create all the sounds within the game such as cutscene music, the title screen music, the tutorial level music, the fire level music, the boss fight music, the death screen music and the end game music. For the sfx I created two different attack sounds which I had recorded and edited. I then went on and created player death sounds for the players. After all this was done, I finally created another sound which were for the goblins once they had been hit and defeated. I then went onto create a coin pickup sound that would play when the character has collected coins throughout the level.
I then did level design as I had to create a scene within Unity for the boss fight level. Within this I created particle effects and programmed a sinking feature that sinks the goblins into the lava to give the world a much more immersive feeling.
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