A Childhood Without Fear (Final Major Project Unreal Engine)
A Childhood Without fear is my final major project that I had to create for the final year of university. This game focuses heavily on narrative design through the characters trauma and vulnerability.
The game concept was a PC psychological horror game where the player must return back to the place that was once hell for him. Within this game you must go through the house of where you grew up and explore for clues, through notes in order to understand why you are the way you are.
When you play through the game you will realise that you have a sanity bar that displays on the bottom left of the screen. This displays a Insanity system where the dark freaks out the character, which would then lead to the players death. To combat this I had made a light material to flicker and placed spot lights all around the house. I then These increase the players health as the character would feel safe within the light.
However, there will be unexplained occurrences throughout the house such as furniture appearing in different places and figures that come towards the player. Throughout the game the player explores deeper into the home to reveal the true meaning of what had happened to him when he was younger. The house begins to feel alive and real which forces the player to question why they returned.
For my final major project, I had to develop and contribute to the technical development and creative design for the project. Within this, I created a note system that relies as a big information factor within my game, as this is how the player learns the games story.
I also produced the cutscenes within the game by editing an mp4 video that I had created. I use these throughout the game to enhance storytelling and to make the player more immersed within the game world. In addition, I manged to create and develop an objective system, that helps the player know what to do throughout the game.
Unreal engine, Pc Game
Drift Over Drive is a solo developed game where the player races with six or more ai racers to try and be first place.
As part of the current development progress, I have implemented a fully functional main menu system that includes a settings menu that allows players to adjust game options. In addition, I have also carried out a working pause menu that allows the player to restart the level or to quit the game. Regarding the gameplay, I have created the first playable level, that establishes the level/ track design.
As a solo developer, I am responsible for all the major aspects of the project, including game design and programming knowledge. This project will highlight my ability to manage and execute a full developed game.
Drift Over Drive is an ongoing project, with plans that expand features such as different levels, a scoreboard that tracks progress and Improved Ai behaviour. I would also like to include an additional feature for replay ability, so the player can watch back the games to see what they could improve on. Each race is designed to feel intense and more competitive with AI racers who are programmed to provide a challenge that adapts to the players playstyle
Unreal engine, Pc Game
Drift Over Drive (Unreal Engine)
Topdown trails (Unreal Engine)
This was my first ever unreal engine project at university, to which I was tasked to create a top down player based game which was heavily based on level design for one of my projects.
Within this I blocked out a two minute dungeon level to where the player explores certain areas of the level . I also created multiple different textures such as a water and fire textures that can be seen when playing the game. Additionally, I experimented with different elevations through the level, by introducing raised platforms, lowered pathways and subtle height differences to engage how the player navigates through the level.
In this level, I also created a pickup system where the player would have to find and collect thirty spinning squares to which would appear in the top left corner to indicate how many has been collected. These pickups were positioned in a way that encouraged the player to explore the entire dungeon which would reward the players for thoroughly navigating each area.
Unreal engine, Pc Game