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CLOUD-9

- Date: May 2022

- Project: Game Prototype

- Role: Lead Game Designer, Character/Environment Designer, Artist

- Tools Used: Unity 3D, Maya, Github

- Link to Project: Play it here!

- Project Brief: This was a indie project me and 2 others worked on for a 3D game development class in university. For this short game demo/prototype, I worked as lead designer and artist (both concept artist and 3D artist). With this project, we wanted to create a platform adventure game reminiscent of the SEGA Saturn and Dreamcast eras, but with today's technology and innovations. We didn't quite get to our initial goal within our 1.5-month deadline, but I'm still very proud of the work our team got done for the small project!

The project came to be when I was tasked by my professor to come up with a concept and pitch for a small game to work on with other team members for the class's final project. With a few days to do it, I came up with a 3rd person shooter collectathon game set in an exploding space station resort. After getting my team of a couple tremendously talented programmers, we quickly fleshed out the concept and wrote a design document together. I was the lead game, character, and environment designer/artist for the project. Joe St. Louis was the character programmer and sound director, and Aidan Howe was the collectable and UI programmer.

It took a couple days of designing the characters and about a week of modeling characters and environments to get to the final version of the project. While Joe worked on the initial level layout sketch, I integrated/adjusted the layout into Unity with my own created art assets. We could have used free pre-made assets from the Unity store to fill our environments, but we wanted to truly make this project our own and decided to challenge ourselves to create everything (other than the textures and some sfx) on our own.

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The game was designed with more abilities and weapons in mind, which would allow players to reach new areas of the station's main lobby, granting access to new levels. The main goal of the game would be to reach an escape pod, which is initially inaccessible but gradually becomes more possible as the player obtains new upgrades. Everything about the game's design was made with the intention of rewarding and encouraging deep exploration of the levels. If I were to expand on this game, I would love to add more environments, like the scrapped beach level, and weapons/abilities for the player to collect, such as the scrapped jet pack upgrade. We also had planned for boss fights at the end of each level. Each of the bosses would have been a corrupted robot member of a search and rescue squad, which mistakenly assumes the player is the enemy.
 

For more info about character, enemy, weapons, and environment designs, please see the dedicated page for concept art.

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