
Prototypes

Feeler
A prototype for a game where the player navigates a dark world via feelers and sound. I imagined this game would be similar to Rain World.
​
This concept works well and could be scaled up to a bigger game.

Climbing Demo
I wanted to see if I could make a climbing system. While I was able to achieve my goal it was very clunky.
I think simplifying the system would greatly benefit the concept but overall, I think it's a fun idea.

VR Hourse Rideing
I was curious about the viability of mounted gameplay in VR so I put this simple demo together. While I don't struggle when playing, playertesters suffered from intense motion sickness leading me to shelve the concept.

2.5D Rouge Like
This is a simple prototype of a rouge-like game I made as a proof of concept for a larger team. The purpose of the prototype was to prove the viability of a 2,5D rouge-like. While the game ended up being 3rd person I still think this prototype was very effective.

Electro Swing Rythem Game
I created this prototype to test an idea I had for a rhythm game. Making this I discovered the difficulties of timing and that if a bullet was even a little off it would ruin the feel of the game making development difficult. Due to this and how busy I was at the time I decided to shelve the idea. I do think this prototype worked well though and would like to revisit it at some point.

Duck Horde
The mechanics of this prototype are the player building a horde of ducks to take over a city. As the ducks eat more, more ducks get made allowing them to smash bigger objects with sheer numbers.


Mouse Ball
This prototype came about when I discovered that connecting two mice to a PC would grant both control over the same cursor. With this knowledge, I tried making a simple local co-op game where the ball moves towards the cursor. Players won by getting the cursor into the other player's goal.
​
While this concept worked well and was fun at first but soon got repetitive. I might have been able to implement other mechanics to make the gameplay more varied but I decided to drop it due to how violent games could get with players smashing the mice on the tabletop as they fight for control.
​
Control also used it as an opportunity to learn Godot but replicated what I made in Unity (bottom) in Godot (top).

Ghost Hunt
A prototype for the navagation system of a narrative based ghost hunting game. I ended up dropping it due to time pressure and the prototype showing me that the project was over scoped. If I was to continue this project today I'd keep the exploration aspect as it instead inject depth via narrative interactions around the house.

Banana for Scale
A simple prototype inspired where you drop a giant banana on a city. The more it destroys the bigger it gets and the bigger objects it can destroy.
​
I think this prototype would have been more fun if the player could pick the banana up and throw it around more dynamically. It also needs more feedback to make the act of destruction more enjoyable.