- A tower defense game and a FPS mixed into one! Fight along side your towers and use your abilities to stop your enemies!
Engine & Language - Unity, C#
Responsibilities - UI, AI, Win/Lose conditions, score system, player controls
About - I made this game by myself for one of my classes at the Art Institutes. I built everything from the ground up, and it took about seven weeks to make. When I was doing the user interface, the hardest part for me was trying to figure out how to show the abilities were on cooldown. Whenever the enemy is hit by an ability, I changed the material on the game object to show the different statuses. As for the artificial intelligence, I used Navmesh and had the enemies go from the start point to the base at the end of the map. The player can lose when the health meter at the top goes down to zero, and the player's goal is to rack up as many kills as they can. As for the controls, I switched between two camera's (first-person camera, one overhead) when the player pushed Q, and when in the overhead camera, the player can place turrets when clicking in the overhead camera. I used Raycast to detect where the player can place the turrets, and can only place them if they accumulated enough points to spend.
Engine & Language - Unity, C#
Responsibilities - UI, AI, Win/Lose conditions, score system, player controls
About - I made this game by myself for one of my classes at the Art Institutes. I built everything from the ground up, and it took about seven weeks to make. When I was doing the user interface, the hardest part for me was trying to figure out how to show the abilities were on cooldown. Whenever the enemy is hit by an ability, I changed the material on the game object to show the different statuses. As for the artificial intelligence, I used Navmesh and had the enemies go from the start point to the base at the end of the map. The player can lose when the health meter at the top goes down to zero, and the player's goal is to rack up as many kills as they can. As for the controls, I switched between two camera's (first-person camera, one overhead) when the player pushed Q, and when in the overhead camera, the player can place turrets when clicking in the overhead camera. I used Raycast to detect where the player can place the turrets, and can only place them if they accumulated enough points to spend.
Super Unity Tournament Massacre - Click Here
- Survive as long as you can in an arena fight to the death! Ammo is limited, and the enemies are relentless.
Engine & Language - Unity, C#
Responsibilities - Coded weapon switching, player controls, and enemy health system
About - This game was made for a class project. It consisted of a team of four programmers, and six game artists. My job was lead programmer, and I was in charge of making sure all the other programmers did their work each week and was implemented into the main project weekly. When it came to the project as a whole, my biggest struggle was making sure all of the codes worked in the main project, and I had to change some of them to make them work. When it came to my codes, I created a weapon switching code that uses a list to swap between the weapons. As for the controls, I shot a Raycast downward so that the player was able to double jump and clamped the camera so the player can't look up or down at a 90 degree angle. The enemy's health system is based on triggers, and the health would change accordingly to what weapon it's getting hit by.
Tropical Gun Jungle
- A spy monkey in space!?!? Navigate through the level to stop the boss alligator!
Engine & Language - Unity, C#, JavaScript
Responsibilities - UI, AI, coding animations and importing sprites, and player controls
About - This game was the first I have ever made in Unity, and it was made in Unity 4. As this was my first project in Unity and working in a team of four, I was surprised at how much maintenance the game required from me. I managed to put the project together, and imported all the assets from the game artists. I coded the enemies to walk back and fourth just like a Super Mario game, and the boss at the end of the game would do much more damage compared to the regular enemies. I used Unity's built in user interface to create a slider that showed the players health. The player is able to shoot, and I used instantiate to create the bullets at the end of the player's gun. The bullets itself would get destroyed when it touches the end of the player's screen. As for the animations, I scripted them in by using an animator and switching between the states that the player is doing.
Engine & Language - Unity, C#, JavaScript
Responsibilities - UI, AI, coding animations and importing sprites, and player controls
About - This game was the first I have ever made in Unity, and it was made in Unity 4. As this was my first project in Unity and working in a team of four, I was surprised at how much maintenance the game required from me. I managed to put the project together, and imported all the assets from the game artists. I coded the enemies to walk back and fourth just like a Super Mario game, and the boss at the end of the game would do much more damage compared to the regular enemies. I used Unity's built in user interface to create a slider that showed the players health. The player is able to shoot, and I used instantiate to create the bullets at the end of the player's gun. The bullets itself would get destroyed when it touches the end of the player's screen. As for the animations, I scripted them in by using an animator and switching between the states that the player is doing.