As my contract with The Wilson Center’s Serious Games Initiative comes to a close, I wanted to do a walk through of some of the projects I have worked on over the past year. Working at the think tank has been pretty eye opening for me: I have been able to connect and work with people who are passionate about research in multiple areas and who support games as a medium for informing the public. My work with the Wilson Center has traveled to other countries, been viewed by people across the globe, and has allowed me to meet some of the best in the serious games space. I’ll carry the lessons and opportunities with me for a lifetime.
Here is a look at some of the prototypes I made during my time at the center :
Continue reading The Wilson Center: Selected Prototypes
The game Year Walk (Simogo) is a point and touch adventure game initially published for iOS devices on February 21st, 2013. It would then be published through Steam on March of the same year and Nintendo’s WiiU in September. The game put the player in the shoes of Daniel Svensson who, after finding out his lover was to marry a suitor picked by her parents, decides to go about the process of arsgang, otherwise known as “year walking,” to see what the future holds in store for them. On his journey, he meets, and is tested by, several creatures from Swedish folklore that lead him to a devastating truth. The story for Year Walk was originally supposed to be a short film written by Simon Flesser, but after deciding that the act of year walking was a perfect fit for video games, he partnered up with Simogo games to develop the haunting adventure game. For the purposes of assessment, I will do my own take on developing year walk and then going through the steps to publish the game on the PlayStation store.
Continue reading Year Walk: One imposter syndrome-filled designers take on production.
Thanks to taking a course in 2D art, I now have a tiny game featuring my (mediocre) pixel art!
Witch Pup is a character I originally made for inktober 2016 that I decided to use as my base for this pixel art project. While I still have a lot of work to do to hone my pixel skills, it was still a lot of fun! It also helped me brush up on my construct 2 skills, makes me want to pick it back up again.
Below are some of the sprites and backgrounds I used for this project. If you’d like to play around in this little art experiment, head on over to the scirra arcade!
I now know the basics of AI Pathfinding! I had the opportunity to work on a project that allowed a little bot to get to a goal planet using A* Pathfinding.
It calculates the easiest distance to take towards the planet while considering gravity and teleporters.
I worked on creating the grid space that A* would use for calculation and the basic code for the teleporters.
YOU CAN LOOK AT AND DOWNLOAD THE PROJECT VIA GITHUB