First design document project.
Created two weapons totalling eight unique combat modes.
Created two bosses and two enemy types.
Made advancements in: Designing documents,drawings, characters, bosses and mechanics, 3D modelling, bilingual UI and cutscenes.
Biggest inspirations were the 'strength mechanic from Pokemon', 'The Legend of Zelda's dungeons' and 'Resident Evil's/Biohazard's/Devil May Cry's cameras'.
Made advancements in: Level design, camera switching, creating 3D and VFX assets, physics and physics materials and implementing Japanese language.
Had a system that generates MP (Magic Points) every second, and clamps at the highest value. Gaining crystals would increase maximum MP.
Utilising touch screen controls to create different mechanics based on inputs.
Made advancements in: Designing a mobile experience, consumable pickups, touch controls, UI/UX, 2D sprite creation and animation.
A two week project focusing on skill development.
Camera techniques inspired by Resident Evil/Biohazard/Devil May Cry.
Made advancements in: Game design, level design, physics, cameras, sockets, audio and 3D and 2D assets.
ArtStation: Harry-James Linford ArtStation