Postmortem: Kind Companion

Project Insights

This is a blog post supplementing the project Kind Companion showcased as part of my portfolio. If you wanted to instead look at the project itself, you can find that here.

Background

As part of my Masters degree, I had to do an intern, working for atleast 250 hours having some proof-of-work at the end. I wanted to work on a project related to mental health as I had been interested in the field for quite some time. With the guidance of one of my professors, I decided to make an Android app focusing on helping people deal with anxiety. As soon as I started out, I knew that I wanted to make this an app worth releasing on to the Play Store. However, having never worked on an Android app before, I understood the challenge and made sure to get accquainted with the basics before I delved into development.

Design Choices and What I learnt

I will be writing a 3000-word report on my internship for my University. I will take some parts from that report and put them here when I’m done.

Postmortem: Car Parkour

Project Insights

This is a blog post supplementing the project Car Parkour showcased as part of my portfolio. If you wanted to instead look at the project itself, you can find that here.

Background

Again, due to my passion for cars, I wanted to make a game with cars in it. A friend of mine wanted to make a game with Rocket League-like mechanics. Hence, we decided to make a parkour game with cars in them. We used the Racing Kit by Kenney for this game as both of us wanted to focus on programming. Summer holidays had also arrived and we both wanted to make a game before we left for our respective homes.

Postmortem: Auto Drifter

Project Insights

This is a blog post supplementing the project Auto Drifter showcased as part of my portfolio. If you wanted to instead look at the project itself, you can find that here.

Background

This is another project I made as part of my Masters degree at my University. This particular lecture focused on game design and we were tasked to make a game playable using only a single button as a final project. Since I love cars and I had been wanting to make a game focusing on cars for a while, I went with a drifting/racing theme.

Postmortem: Phantom Chess

Project Insights

This is a blog post supplementing the project Phantom Chess showcased as part of my portfolio. If you wanted to instead look at the project itself, you can find that here.

Background

As with other game jams I participated in, I wanted to work with as many of my friends as possible. And since I had never developed alone with this one friend of mine, we decided to make a game together. Geta Game Jam 8 was coming up and we decided to participate in it.

Postmortem: Spell Slinger

Project Insights

This is a blog post supplementing the project Spell Slinger showcased as part of my portfolio. If you wanted to instead look at the project itself, you can find that here.

Background

As part of my Masters degree at my University, I enrolled into a course regarding Augmented Reality. It spanned 4 days and after spending the first day and half learning about the theory behind AR and some projects that made use of the technology, we were asked to form teams and spend the rest of the time making an AR project. I was part of a team of four and, with all of us being Game Studies and Engineering students, we decided to make an AR game. We used Unity3D with C# for it, and the Google ARCore SDK to make AR work.

Postmortem: The System

Project Insights

This is a blog post supplementing the project The System showcased as part of my portfolio. If you wanted to instead look at the project itself, you can find that here.

Background

As part of a course at my University, we were asked to make a game using one of the game engines we were introduced to as part of the course. The theme was supposed to be revolving around gender issues, diversity, accessibility, etc as that was what the course was about. We had to choose between Bitsy, Scratch, Twine, Pico-8 and Commodore 64. We decided to go with Twine as we wanted to focus more on the narrative than the aesthetic aspects of the game.

Postmortem: Vis À Vis

Project Insights

This is a blog post supplementing the project Vis À Vis showcased as part of my portfolio. If you wanted to instead look at the project itself, you can find that here.

Background

Extra Credits is a fairly well-known YouTube channel and I had been wanting to develop a game with a particular group of my friends I hadn’t worked with before, so when we heard they were hosting a game jam, we were all for participating in it together. I had been wanting to work with Unreal Engine 4 for a while since I felt like I had gotten enough experience with Unity and C# to try something new. I also wanted to get more C++ experience since I hadn’t worked with it in a long time, even though it was the first programming language I ever learnt.

Postmortem: Busy Hell Tycoon

Project Insights

This is a blog post supplementing the project Busy Hell Tycoon showcased as part of my portfolio. If you wanted to instead look at the project itself, you can find that here.

Background

Ludum Dare 44 was coming up and me and my friends wanted to participate. We had already decided on a team of four for it, however one of our team members were only going to work part time. Due to the scale of Ludum Dare, we were looking forward to it for a long time, but the four of us had never worked together on a game together before. Despite that, it went fairly well!

Postmortem: Stranded

Project Insights

This is a blog post supplementing the project Stranded showcased as part of my portfolio. If you wanted to instead look at the project itself, you can find that here.

Background

Blackthornprod is a YouTuber that me and my friends liked to watch, so when we found out that they were planning to host a game jam, we decided we wanted to take part in it. Since all 5 of us wanted to participate, we just decided to do it together. However, we soon realised that 5 people without a lot of teamwork experience don’t work well together.

Postmortem: SpellShift

Project Insights

This is a blog post supplementing the project SpellShift showcased as part of my portfolio. If you wanted to instead look at the project itself, you can find that here.

Background

I teamed up with 2 of my friends to work on this game. We all study in the same program so we wanted to make a game together. With all 3 of us being mainly programmers, we all took up to programming different portions of the game, with me working on the core functionalities as the other two were focusing on art and particle effects as well.