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Portfolio

Megan & The Tree Theif

Megan & The Tree Thief is a short Adventure RPG and the first project that I developed for the Game Boy. The initial inspiration was to present it as a Christmas Gift which in turn became the narrative and theme. The player is awoken by their best friend (and chicken) Rootie, with the dire news that the Christmas Tree has been stolen! As the player traverse through an unnaturally snow-less forest, they encounter monsters and puzzles to reach the lair of the undead witch who committed this atrocity.

The project utilizes a variety of mechanics to support a Turn Based RPG battle system that was developed through Loops and Switch case to house Player/Enemy actions. Developing puzzles proved to be a key element to engage the player, ranging from pattern repetition to creating pathways in the log-based puzzle.

During the development, the holiday season rapidly approached, which pushed me to converse with a myriad of other developers to help with script design. This led me to cement a relationship with developers in the community, and provide my perspective and experience in return.

Link to Itch.io

FFX Hero

FFX Hero was designed for use with the Game Bot Color system, featuring several thematically connected Minigames. Thematically, my current position as a Hardware Test Engineer lends itself to distilling down my daily tasks into a Minigame format.

The intent to design a project around Minigames was to better understand how simple mechanics in a short period of time can translate to a "Fun" experience. The current three Minigames for the project include a reaction-based elements, a pathfinding element, and a dexterity element. Each element was simple enough that a single play through and short direction could allow the player to understand the Win/Lose conditions, essentially knowing "I'm this Data Destruction USB Drive, and I need to destroy those Data Chips".

The project utilizes GB Studio for GBVM programming and visual scripting, along with Aseprite to manage the sprite based actors/animation.

Link to Itch.io

Gameplay Systems Development Final

Gameplay Systems Development Final was created to showcase the basis of Survival Crafting genre. The inclusion of various systems to create the basis gameplay loop of collect, eat, and craft combined with a simple objectives win/loss condition.

The project utilizes Unreal Engine 5.0.3 and focuses on both blueprint systems and C++ as the implementation method with Git for version control. A rudimentary UI was created with the Canvas feature, showcasing the Health/Hunger/Stamina, Objectives, and player inventory. Through the use of instanced prefabs, the building system has the option to instantiate several structures from Floor, Roof, and Wall.

Link to Itch.io

Digital Game Development Final

The Digital Game Development Final was a collaborative effort between a team of 4 individuals; two programmers, one level designer, and one artist. The goal of the project was to create and First Person Shooter system with a 20 Point Objective.

The project utilizes Unreal Engine 4.2.7 and focuses on both blueprint systems and C++ as the implementation method with Git for group version control. As a programmer on this project, I worked to create the Player Systems and Enemy Systems. The Player Systems use a Health and Shield as well as required ammo, all of which required the creation of "Power Ups" to restore the respective element.

The enemy design was split into three types; Melee, Standard Projectile with slow movement, and Long Range with interval movement. Essentially, if you entered a room the player would learn to take note of the enemy types as each had a differing threat level.

Link to Itch.io
Special Thanks to Windows 2000!
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Contact me @ (MsRiaCayde#0018)