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Personal Projects

Project Prometheus

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Prometheus is a 2D stealth pixel platformer that follows a tale of redemption. Prometheus was freed from the chains of Tartarus and has set his sights on the God that put him there. This game is a spin on the tale of Prometheus, creator of man. Development team consists of two individuals, Marco Flores and I.

I was partially in charge of Level design, as well as in charge of programming mechanics, player controller, and Game play design. This was a small cooperative project jam in which we both had a small window to produce a platformer in an engine we both weren't comfortable with at the time. It was a great learning experience and we both had a lot of fun.

Development for this game has been put on hold.

Testing Chamber!

TestingChamber!

TestingChamber!

Testing chamber! is a race to see who can not only get the highest score but see if you can beat a computer that is currently under siege from one too many viruses. This started as a small game jam game with a couple friends where I was in charge of Level design, Technical design, Sound design, and the creation of art assets. I created the sprites for the icons, windows and all other desktop assets in the first level. I wanted the game to look similar to the Windows 98 setup so I did everything in my power to achieve this aesthetic. This included particle effect creation, sound design, and programming the window pop up system and Internet Explorer enemy. 

Level Design:

Level design was pretty simple past the researching phase. The player will primarily stay on one screen so all that had to be achieved was creating a replica of Windows 98. I started with a few sketches then went to the creation of the art assets which included folder Icons, Internet Explorer icon, task bar, Pop up windows, and desktop background. After placing them in the appropriate places I started programming the window pop up system and Internet Explorer enemy. 

Programming:

I had minimal programming duties outside the Internet Explorer enemy and Window pop ups. With the IE enemy I wanted them to follow the player but still keep a good distance away. The enemy shoots projectiles at a fixed rate then increases the fire rate when the timer reaches certain times for a simple increase in difficulty. 

Regarding the window pop up system I allowed for windows to pop up on the screen, blocking some of the game space ultimately making it harder to dodge hazards. A new problem now arose, how would I allow for both a gradual increase in difficulty and a safe way for the player to not get too overwhelmed? The way I tackled this problem was to have the player be able to close the windows by either clicking on the "X" or "Ok" buttons. I found this to have an overall positive outcome during testing. Yes, the player had to juggle moving with the arrow keys and mouse, but they were able to control the game's pace a little better. 

Post processing and VFX:

To fully immersive our players in this new (but old) Windows 98 interface I felt it important to interject some post processing effects that made it feel like they were playing on an older monitor.

Art Asset Creation:

Sound Design

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