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sayterdarkwynd committed Mar 30, 2022
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24 changes: 21 additions & 3 deletions df2.html
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<section class="work">
<ul class="list">
<li class="list-itemmid2 plain">
<!--<div class="portpic_container">
<!--<div class="portpic_container">file:///C:/Users/cdech/OneDrive/Desktop/sayterdarkwynd.github.io/.git/index.html
<img src="images/port/fu/parallax1.jpg" class="portpic large" >
<span class="description">Custom Parallax graphics for Atropus biome</span>
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<div class="textbox">
<p>Designed as an end-game experience, Delta Freya II blends atmosphere and tension through storytelling while the player faces exceptionally dangerous enemies, environments and traps. Inspired by the works of H.P Lovecraft and John Carpenter, it features almost entirely original content designed exclusively for the dungeon. Players can find numerous secrets, alternate paths, and a vast array of hand-written lore and narration.</p>
<a href="images/deltafreya/deltafull.png" target="_new">Full Map (4mb)</a>
<p>Designed as an end-game experience, Delta Freya II blends atmosphere and tension through storytelling while the player faces exceptionally dangerous enemies, environments and traps. Inspired by the works of <i>H.P Lovecraft</i> and <i>John Carpenter</i>, it features almost entirely original content designed exclusively for the dungeon. Players can find numerous secrets, alternate paths, and a vast array of hand-written lore and narration. I handled the following things: </p>

<div class="descriptor">
<ul>
<li>&#8226; Created more than 20 new tile sprites.
<li>&#8226; Created dozens of new scenery objects for use in level art.
<li>&#8226; Wrote and implemented all narrative elements including tomes containing dozens of pages of lore.
<li>&#8226; Created and tested puzzle-based gameplay elements.
<li>&#8226; Handled all lighting-related elements.
<li>&#8226; Created unique loot for players to locate.
<li>&#8226; Implemented new status and particle effects exclusive to the level.
<li>&#8226; Responsible for sound design.
<li>&#8226; Iterations and improvements on existing content on an ongoing basis.
<li>&#8226; Designed and implemented a final boss with multiple phases to challenge even the most experienced players.
</ul>
</div>

<br/><br/><a href="images/deltafreya/deltafull.png" target="_new">Full Map (4mb) [Tiled View]</a><br/><br/>


<div class="embed">
<iframe width="706" height="397" src="https://www.youtube.com/embed/pCdOeSA_3_w" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
</div>
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22 changes: 19 additions & 3 deletions duo.html
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<section class="work">
<ul class="list">
<li class="list-itemmid2 plain">
<div class="duotextbox">
<div class="textbox">
<ul>
<li><strong>Platform</strong> : PC</li>
<li><strong>My Work</strong> : Project Manager, Narrative Designer, Level Designer, Game Designer, Event Scripting, Balancing</li>
<li><strong>Levels Created</strong> : 6</li>
</ul>
<p>A two-character puzzle game played on a single controller, players need to utilize special abilities of each character in order to solve puzzles and progress. A vertical slice, it consists of 6 levels designed to teach, test and challenge with each of the games core mechanics. I designed all 6 levels, wrote the GDD and LDDs, in-game narrative and acted as Project Manager.</p>
<p>A two-character puzzle game played on a single controller, players need to utilize special abilities of each character in order to solve puzzles and progress. A vertical slice created as a capstone for a Game Level Design (Post-Graduate) degree, it consists of 6 levels designed to teach, test and challenge with each of the games core mechanics. I took on a great deal of responsibility on this project. My contributions include: </p>
<div class="descriptor">
<ul>
<li>&#8226; As Project Manager, created and managed tickets and epochs and ensured that each team member met their required objectives via Hack'n'Plan.
<li>&#8226; Responsible for the Game Pitch.
<li>&#8226; Drafted and updated all relevant game documentation.
<li>&#8226; Wrote and implemented all narrative elements.
<li>&#8226; Worked iteratively with programmers to test and fine-tune the character controller, puzzle functionality and overall gameplay.
<li>&#8226; Responsible for Camera, Character and Control elements (3C) across all levels.
<li>&#8226; Handled all lighting-related elements within the game.
<li>&#8226; Solely responsible for Level Design, including prototyping, implementation and testing.
<li>&#8226; Created shaders required for interactive water and snow.
<li>&#8226; Planned and implemented puzzle-based gameplay.
<li>&#8226; Responsible for textures and materials.
</ul>
</div>

<div class="embed">
<iframe width="706" height="397" src="https://www.youtube.com/embed/59_IUqWqQGA" align = "center" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

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<iframe width="706" height="397" src="https://www.youtube.com/embed/q8dDIIfLDS0" align = "center" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
<iframe width="706" height="397" src="https://www.youtube.com/embed/caujAiHzDnM" align = "center" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
<br/><br/><br/><br/>
<a href="https://docs.google.com/document/d/1LUu_sYJ48HPacPHO3UAqNoQt__aDKPij_rSU2bbV3n4/edit?usp=sharing" inline = "font-size:2em !important;">Game Design Document</a>
<a href="https://docs.google.com/document/d/1LUu_sYJ48HPacPHO3UAqNoQt__aDKPij_rSU2bbV3n4/edit?usp=sharing" inline = "font-size:2em !important;" target="_new">Game Design Document</a>

</div>

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49 changes: 41 additions & 8 deletions frackinuniverse.html
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</div>-->

<div class="textbox">
<p>Perhaps my most ambitious gaming related project ever, <a class="warningtext" href="https://steamcommunity.com/sharedfiles/filedetails/?id=729480149">Frackin' Universe</a> started as a mod for Starbound with a single plant and ballooned out rapidly from there. It soon grew to become a whole new way to play the game and contains thousands of new items, more than 70 biomes the player can explore, vehicles, a complicated gene-crafting system to engineer flora, entirely reworked game systems, and a massive end-game dungeon with puzzles, a boss, and tons of lore and tons of other content.</p>
<p>I've utilized every skill I have to create this massive universe: <strong>Lua programming</strong>, <strong>JSON scripting</strong>, <strong>UI/UX Design</strong>, <strong>Pixel Art</strong>, <strong>Animation</strong>, <strong>Writing</strong>, <strong>Concept Art</strong>,<strong>Logo Design</strong>, <strong>Spreadsheets</strong>, <strong>Worldbuilding</strong>, <strong>Level Design</strong>, <strong>Game System Design</strong>, <strong>Progression Flow</strong>, <strong>Wireframes</strong> and more. Additionally, many have come and gone as team members during this time and I've acted as <strong>Creative Director</strong>, <strong>Project Manager</strong> and <strong>Art Director</strong> to keep things running smoothly.</p>

<p>There are far too many features to list, and after 5 years of development it is by far the largest mod for the game and potentially the largest anywhere. With over 300,000 players, it has a little something for everyone.</p>
<p>It's been noted and reviewed in established gaming sites such as <a class="warningtext" href="http://steamed.kotaku.com/some-of-the-best-starbound-mods-1785110353">Kotaku</a>, <a class="warningtext" href="http://twinfinite.net/gallery/starbound-mods/10">Twinfinite</a>, <a class="warningtext" href="https://www.rockpapershotgun.com/2016/09/23/best-starbound-mods/">Rock, Paper, Shotgun</a>, heaps of videos on <a class="warningtext" href="https://www.youtube.com/results?search_query=starbound+frackin+universe">YouTube</a> and <a class="warningtext" href="http://playstarbound.com/mod-spotlight-1/">and the games' developers</a>.</p>

<br/><br/>
<p>A GDD of the project can be found <a href="https://docs.google.com/document/d/1yqz_xKw2NIVPG8CMdi_FC-NoEDOb0AxzNaYeQ-mjC2Q/edit?usp=sharing">Here</a></p>
<p>Perhaps my most ambitious gaming related project, <a class="warningtext" href="https://steamcommunity.com/sharedfiles/filedetails/?id=729480149" target="_new">Frackin' Universe</a> started as a mod for Starbound with a single new plant. It soon grew to become a whole new way to play the game and contains tens of thousands of new items and miscellaneous content.</p>

<p>There are far too many features to list, and after 8 years of development it is by far the largest mod for the game and potentially the largest anywhere. With over 400,000 players, it has a little something for everyone. It's been reviewed in established gaming sites such as <a class="warningtext" href="http://steamed.kotaku.com/some-of-the-best-starbound-mods-1785110353" target="_new">Kotaku</a>, <a class="warningtext" href="http://twinfinite.net/gallery/starbound-mods/10" target="_new">Twinfinite</a>, <a class="warningtext" href="https://www.rockpapershotgun.com/2016/09/23/best-starbound-mods/">Rock, Paper, Shotgun</a>, heaps of videos on <a class="warningtext" href="https://www.youtube.com/results?search_query=starbound+frackin+universe" target="_new">YouTube</a> and <a class="warningtext" href="http://playstarbound.com/mod-spotlight-1/" target="_new">and the games' developers</a>.</p>

<p>I have used every single one of my skills during this project. Some examples of my contributions include: </p>

<div class="descriptor">
<ul>
<li>&#8226; As Project Manager, created and managed tickets and epochs and ensured that each team member met their required objectives via Hack'n'Plan.
<li>&#8226; Responsible for all core game design elements (mechanics, features, etc).
<li>&#8226; Enhanced original gameplay mechanics of Starbound with expansive new features to bring players further agency in gameplay.
<li>&#8226; Scripted in lua to create new features and gameplay mechanics.
<li>&#8226; Planned and implemented a complex Research system to drive progression through gameplay choices and exploration. This creates a custom-tailored play-through for every newly created character.
<li>&#8226; Created and implemented hundreds of Levels and Microdungeons using Tiled, and via bitmap-based image files.
<li>&#8226; Added numerous new species for players to engage with or play as.
<li>&#8226; Created a racial abilities system, allowing each of the playable races to have their own unique advantages and disadvantages.
<li>&#8226; Enhanced Ship system that allows players to build their starship block by block and improve its capabilities with new technology over time.
<li>&#8226; Created UX/UI for various menus required for crafting and interactions.
<li>&#8226; Enhanced the Hunger and Survival elements of the game by changing the stakes of Hardcore, and adding diet types (Carnivore, Omnivore, Herbivore, Lithovore) to further specialize each species.
<li>&#8226; Enhanced combat mechanics to add new elements to gameplay such as: ammunition, reloading, weapon masteries, a new weapon generation system, new weapon types and mechanics, an armor system providing set bonuses, and more.
<li>&#8226; Added new pilotable vehicles.
<li>&#8226; Added hundreds of new weapons and tested and iterated on their balance for Player verses Environment combat.
<li>&#8226; Enhanced the existing Mech system to add mass, improved balance, and tied mech use to main gameplay elements.
<li>&#8226; Added a new quest hub with hundreds of quests.
<li>&#8226; Created a tutorial system that provides tutelage to new players about dozens of new mechanics they would otherwise be unfamiliar with.
<li>&#8226; Greatly expanded on status effects and planetary compositions across more than 70 new biomes: players need to be concious of environments to be certain they are properly equipped to survive.
<li>&#8226; Added a complex beekeeping system involving genetics, crossbreeding and favored environments for each species.
<li>&#8226; Worked iteratively with programmers and the community to test and iterate new gameplay mechanics.
<li>&#8226; Responsible for Camera, Character and Control elements (3C) across all levels.
<li>&#8226; Created hundreds of new assets including animated sprite sheets, sprites, parallax images, tiles and more.
<li>&#8226; Created new sounds and ambience using audio tools (Audacity, FruityLoops, etc)
<li>&#8226; Wrote hundreds of pages of new lore and narration, including NPC speech and storyline beats.
<li>&#8226; Planned and implemented puzzle-based gameplay features (light-based puzzles, liquid puzzles, platforming, etc)
<li>&#8226; Responsible for textures and materials.
<li>&#8226; Interacted with and maintained a community of thousands of players via discord.
<li>&#8226; Created branding and identity for the project.
<li>&#8226; Created and maintained GDD and LDDs for the project.
</ul>
</div>

<br/><br/><p>A GDD of the project can be found <a href="https://docs.google.com/document/d/1yqz_xKw2NIVPG8CMdi_FC-NoEDOb0AxzNaYeQ-mjC2Q/edit?usp=sharing" target="_new">Here</a></p>
</div>
</li>

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19 changes: 17 additions & 2 deletions precursor.html
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</div>-->

<div class="textbox">
<p>Heavily inspired by Super Metroid, this dungeon will have the player exploring, backtracking and playing through complex and dangerous platforming elements. There are quite a few secrets, most of which require specialized gear to access. This is a mid-to-endgame level dungeon, and can be punishing to the unprepared.</p>
<p>Heavily inspired by Super Metroid, this dungeon will encourage exploration, backtracking and playing through complex and dangerous platforming elements. There are quite a few secrets, most of which require specialized gear to access. This is a mid-to-endgame level dungeon, and can be punishing to the unprepared. I handled the following:</p>

<div class="descriptor">
<ul>
<li>&#8226; Created more than 30 new tile sprites.
<li>&#8226; Created more than 200 original pieces of artwork, including machines, armor, weapons, and monsters.
<li>&#8226; Wrote and implemented all narrative elements including tomes containing dozens of pages of lore.
<li>&#8226; Created and tested puzzle-based gameplay elements.
<li>&#8226; Handled all lighting and atmospheric elements.
<li>&#8226; Created unique loot and rewards for players to locate.
<li>&#8226; Implemented new status and particle effects exclusive to the level.
<li>&#8226; Responsible for sound design.
<li>&#8226; Iterations and improvements on existing content on an ongoing basis.
</ul>
</div>

<div class="embed">
<iframe width="706" height="397" src="https://www.youtube.com/embed/leHEDkTeqcc" align="center" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
<iframe width="706" height="397" src="https://www.youtube.com/embed/22E9UyzquYU" align="center" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
<iframe width="706" height="397" src="https://www.youtube.com/embed/nU2zymyU0FQ" align="center" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
</div>
<a href="images/precursor/precursordungeon2.png" target="_new">Full Map (1.5mb)</a>
<br/><br/><a href="images/precursor/precursordungeon2.png" target="_new">Full Map (1.5mb) [Tiled]</a><br/><br/>
</div>
</li>

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18 changes: 15 additions & 3 deletions soulreaper.html
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<section class="work">
<ul class="list">
<li class="list-itemmid2 plain">
<div class="duotextbox">
<div class="textbox">
<ul>
<li><strong>Platform</strong> : PC</li>
<li><strong>My Work</strong> : Level Designer, Some tile art</li>
</ul>
<p>A 2D game mashup of RPG, Metroidvania and Adventure genres, Soul Reaper required 100 maps for its three core biomes. I was solely responsible for their design and implementation. This was accomplished first by using rough diagrams showing map shapes and their connections to one another. Abilities required to access each biome had to be taken into consideration and carefully plotted in order to ensure that there were no holes in progression and every single map properly linked to where it needed.I also contributed a number of assets for tiles and decoration.</p>
<p> This was a short contract, but all goals were met on time. It will soon be available on Steam in Early Access.</p>
<p>A 2D game mashup of RPG, Metroidvania and Adventure genres. Soul Reaper required 100 maps for its three core biomes. I was solely responsible for the design and implementation of these levels as well as how progression applied in relation to various acquired player abilities.</p>

<p>All goals were met on time. It can be purchased on Steam.</p>
<div class="descriptor">
<ul>
<li>&#8226; Planned all level linkages, as well as enemy patrol paths and vision ranges, across every zone.
<li>&#8226; Designed, prototyped and implemented 100 individual top-down maps for use across three distinct biomes.
<li>&#8226; Created tilemaps for use in level design.
<li>&#8226; Fine-tuned monster abilities to facilitate various progression paths through levels.
<li>&#8226; Created sprite assets as-needed.
<li>&#8226; Prototyped and tested gameplay features and mechanics.
</ul>
</div>

<div class="embed">
<iframe width="706" height="397" src="https://www.youtube.com/embed/ErVHZGO1sBs" align = "center" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

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