Games Jams/Documentation・ゲームジャムと書類
A downloadable game
See the latest Games Jams I took part in:
Coin-op Capital/コインオープキャピタル: https://elder483.itch.io/coin-op-capital
* In this Games Jam, I took the role of project lead, which required me to manage my other team mate and request the necessary art assets as well as stretch goals.
* UE5 was running in Japanese, and included bilingual text.
* Designed all gameplay, story progression, everything in engine was done by myself.
* I managed to learn more about postprocessing techniques, music implementation. Level progression, UI animation, as well as pixel art and possessing multiple pawns.
Haunted Helper: https://elder483.itch.io/haunted-helper
* The first Games Jam that I've made using the Unity engine during the final week of my games engine bootcamp, furthermore I did this also in Japanese.
* I also made a design document for this one it's quite brief due to time constraints, however, all the information present is still relevant, I'm looking to refine the project further and expand it.
* Experimented with Animations, VFX, level design, lighting and some programming.
* First time I made a build using WebGL.
Quantum Axle: https://elder483.itch.io/quantumaxle
*In this Games Jam, I took the role of project lead, which required me to manage my other team mate and request the necessary art assets as well as stretch goals.
* My main responsibilities included game design and functionality.
*Due to the limitation in time with this Jam which consisted of three days, there was a lot of content that didn't make the final build. (Examples include, more zones, with different enemies with unique mechanics, Unique tiles to that Zone, more skateboarding skills for the player to utilise, pickups such as a shield.)
*This was also my first game prototype I created with Unreal Engine whilst it was set in the Japanese language, which added to the challenge.
DoomedFlux: https://elder483.itch.io/doomedflux
*In this Games Jam, I took the role of project lead, which required me to manage my other team mate and request the necessary art assets as well as stretch goals.
*My main responsibilities included game design and functionality, level design and asset placement.
*This duration of this Jam was a week, this allowed me to develop an intricate level add different types of enemies, using balancing to adjust their speeds.
Static: https://elder483.itch.io/static-blub
*In this Games Jam, I took the role of project lead, which required me to manage my other team mate and request the necessary art assets as well as stretch goals.
*My main responsibilities included game design and functionality, level design and asset placement.
*This duration of this Jam was three days, this meant tasks had to be completed at a rapid rate, fortunately the game provided a nice prototype in which the player has to manage their heart rate. Due to the theme, having both the player's health and light's in the world be affected by this was also an interesting challenge.
Arthur King of Mars: https://digital-pie.itch.io/arthur-king-of-mars
*In this Games Jam, I was responsible for the boss design and blueprinting of the lady of the lake boss.
*Additionally, I assisted in designing mechanics for the other two bosses. Including the tentacle leeches that follow the player from Morgana, also Merlin's sphere attacks which would allow the player to parry them.
R.E.M: https://cancri.itch.io/
*In this Games Jam I took the role of project lead. It was here I assigned tasks to the other members of the team and managed the project.
*Additionally, I was responsible for the mechanics of the playable character, the plush and how the player interacts with the world, alongside the various enemies the player encounters.
Flight of the Phoenix: https://laughing-tree.itch.io/flight-of-the-phoenix
*In this project, the project lead gave us a rather impossible task to achieve within the two week duration, with the theme of rebirth being used.
*I came up with a quick concept and took inspiration from Infamous second son, to create one of the mechanics. As well as the overall game design, the endless runner aspect and the use of the gems system.
See my deconstruction document of
Final Fantasy II 英語だけです: https://docs.google.com/document/d/1IxmSCNRShitfjgpeOQ5EcJXLr4KMr8aW8-dM4EjmSOo/...
*I spoke to another designer and he gave me the advice of analysing a game to showcase my ability to decipher mechanics.
*What works and how other games utilise these mechanics, what doesn't work and more importantly what needs to change to make them work, how can they evolve.
*I specifically chose Final Fantasy II, as it's systems are vastly different both the its predecessor and successors.
*It's mechanics especially for the time were incredibly bold and I really wish Squaresoft/Square Enix expanded on some of these systems. In the 2007 re-release for PSP they added additional content, which I also analysed.
Status | Released |
Author | Harry-James Linford |
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