Projects that I have contributed to during my time at the
University of Southern California
For many, my part in creating these games was as an artist.
University of Southern California
For many, my part in creating these games was as an artist.
A game previously titled, "JELLYFISH," that was created for my Mobile Games glass. I was paired up with four programmers from the Computer Science course and two others from the game department for this project. This project started as a 2D platformer where the player would have a limit on how many times they could "catapult" themselves from one letter to another by using the trampolines to form a word completing the level. The maps would start small and simple, as shown on the first image on the lower right, and grow with complexity as shown in the middle image. We thought that the game could be a bit more interactive if we had the letters "float" through out the map. At the same time, the player had to collect a letter in the correct spelling order to spell out the hidden word; and each time they collected the wrong letter, they would lose a "life." To help the player, they would start with a hint in the form of a letter already appearing in the text box, or a small picture being revealed of what the hidden word was to be. In addition; the player had as many lives and there were letter in the word they were trying to spell. This is because we knew that it would be hard to collect the letter in order if they were constantly on the move, but there wasn't a way to recover the lives lost.
However; due to time constraints and it being meant to be a smaller project. We decided to simplify the game's mechanics to it just being a bubble shooter. With the premise still being the same in which, the player must complete the hidden word to proceed to the next level.
Changes: - The simplified map: It just became a stylized underwater background to continue with our ocean theme. - The letters would just move horizontally across the screen - The letters move faster the closer you are to completing the level - Players can receive up to three hints. They became sentences describing the hidden word, and we added "hint" bubbles, where the player can aim for them. - Difficulty setting: We thought that the levels would slowly get harder as players move through the levels. But we also thought about player that like to dive head first in to a challenge. Therefore; we added three levels of difficulty: Easy, Medium, and Hard. It appears like a simple change, but we just wanted to take into consideration the player's skill. |
- Categories: these are basically just themes that the player can chose that determine the word they are "finding" or "spelling out," almost like a secret fourth hint, that player gets for free.
- Only three lives: in the past iteration, the player would get multiple lives depending on how many letter the hidden word had. This time, they would have three chances to get a letter wrong before losing the level. Although, they have the choice to shoot a bubble that helpes them recover health.
- Only three lives: in the past iteration, the player would get multiple lives depending on how many letter the hidden word had. This time, they would have three chances to get a letter wrong before losing the level. Although, they have the choice to shoot a bubble that helpes them recover health.
The final and approved menu screen without the UI buttons. Very simple, bright, and fun.
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The first iteration of the game title illustrated. It was mush too busy and hard to make out some of the letter for some people. Really wanted to keep the ocean vibes; cute idea, but bad execution.
The second and final attempt at illustrating the game's name. Easy to read, heavily inspired by bubbles and lollipops.
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Layout of the "Hint" screen that would appear when pressing the "Hint Button" on the lower right corner of the screen.
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When the project was set and done, we found out that one of our teammate decided to upload the game to the Google Play Store. A small and short project that started out very ambitious, but still fun none the less. The button bellow will take you to the page, if interested:
Pencil Pals
Promageddon!
A card game designed in my Into to Game Development class in the Fall semester of 2018.
The games plays as a smaller version of D&D, where everything depends on the players actions and dungeon master to move the story. There are key event cards to help with the process and plays up to five or six player, including the DM.
The games plays as a smaller version of D&D, where everything depends on the players actions and dungeon master to move the story. There are key event cards to help with the process and plays up to five or six player, including the DM.