Read about and play all of my game creations, collaborations, UI/UX work and solo projects below.
"W.L.G.O.W.I." was the first project I worked on for OnTrtiggerEnter. I managed the project, as usual and did all of the coding, audio and UI/UX design and implementation. It was designed with the live play through in the Irish Film Institute in mind and features a very cinematic feel. The game play is akin to Resident Evil and Lost in Space.
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"Waves" was made by Alexander Chepyha, and I. It was created in 48hrs for the Global Game Jam 2017. We had a lot of fun making this game. What's not fun about a penguin that loves to do stunts on a jet ski while avoid water mines? |
Alexander Chepyha and I worked extremely hard on this game. We are over the moon with it and the response from the players and dare I say "fans" of the game thus far.
We were invited to take part in a GameJam at the 2016 iDig music fest, which was a great opportunity and honor for us. One can say it was an amazing experience meeting Eimear Noone and her lovely family, as well as all of the teams and game devs that took part in the festival. It was a wonderful weekend that we'll remember for a long time.
Our Project is Called, "Greedy Gráinne", but we hope to expand on it in the future with extra chapters, new characters and let it become a serious of stories about "Little Leprechauns", in game form and hopefully other media. The game is a 3D Puzzle Platformer, for children between 5 and 13.
Gráinne McAries is a "Little Leprechaun", imprisoned by her "Evil" Father for 33 years, that loves gold and Magic Marshmallows.Grumpy Fador McAries is ashamed of her and won’t let her see or touch any of his gold and he always calls her Greedy. So a disgruntled Gráinne escapes and embarks on a journey in Leprechaun Land to prove him wrong.
Characters are "Greedy Grainne", "The All Knowing Fresh Cod" and her "Evil" Father "Fador".
We were invited to take part in a GameJam at the 2016 iDig music fest, which was a great opportunity and honor for us. One can say it was an amazing experience meeting Eimear Noone and her lovely family, as well as all of the teams and game devs that took part in the festival. It was a wonderful weekend that we'll remember for a long time.
Our Project is Called, "Greedy Gráinne", but we hope to expand on it in the future with extra chapters, new characters and let it become a serious of stories about "Little Leprechauns", in game form and hopefully other media. The game is a 3D Puzzle Platformer, for children between 5 and 13.
Gráinne McAries is a "Little Leprechaun", imprisoned by her "Evil" Father for 33 years, that loves gold and Magic Marshmallows.Grumpy Fador McAries is ashamed of her and won’t let her see or touch any of his gold and he always calls her Greedy. So a disgruntled Gráinne escapes and embarks on a journey in Leprechaun Land to prove him wrong.
Characters are "Greedy Grainne", "The All Knowing Fresh Cod" and her "Evil" Father "Fador".
"All The Bells And Whistles" was made by Alexander Chepyha, Michail Uhruski and I. The two lads did the 3D and 2D art and I did the coding. It is a very simple little game , made in 7 hours at the Dublin Gamecraft 01/12/15. The Jam Rules were simple too - Code Red and One Button Controls. To play the game you hi the houses with presents using W for Player 1 and P for Player 2.
This is by far one of my favourite game creations thus far and judging from the feedback from players it has proven to be one of the most successful also, from a popularity and repeat plays perspective. It was No. 1 on Gamejolt for a few days coming up to Christmas so we were delighted with that. We plan on polishing the game another bit and releasing it on Android and iOS in the future. Below is a video made by a popular you-tuber playing the game.
We later adapted the game play for Enterprise Ireland and OnTriggerEnter as a modular coding app for the Unity Asset Store and Google Play.
This is by far one of my favourite game creations thus far and judging from the feedback from players it has proven to be one of the most successful also, from a popularity and repeat plays perspective. It was No. 1 on Gamejolt for a few days coming up to Christmas so we were delighted with that. We plan on polishing the game another bit and releasing it on Android and iOS in the future. Below is a video made by a popular you-tuber playing the game.
We later adapted the game play for Enterprise Ireland and OnTriggerEnter as a modular coding app for the Unity Asset Store and Google Play.
"Surviving Death Row" was my end of year team project and was made with Oleksandr Chepyha Anto Mulhall and Ahmed Elsabban. It's set in an apocalyptic future in which a holographic TV show has become the new Death Row. The contestants are dead men driving essentially. The only way to survive is by making it to a checkpoint which is set to explode along with your car. There are 12 unique environments players must learn and conquer. I designed the UI, Coding, Level 1, 5, 9 and the Menu Scenes. The level of coding ended up being immense in this game and I'm pretty proud of it actually. I learned tons of new stuff and better ways to achieve the things I wanted in coding and in just designing games in general.
It has been published on Desura since and we are completely delighted with that. It has been such a great year all round for me and the path I've taken into the world of game development, and long may it continue.
It has been published on Desura since and we are completely delighted with that. It has been such a great year all round for me and the path I've taken into the world of game development, and long may it continue.
So I made another version of "Hit Hit" but managed to convert it and get it published on the Google Play Store. I originally had an idea to make a game for my father as he is obsessed with clicking his mouse constantly and the game jam competition gave me a great idea to do it. A friend was testing it and his lap top was touch screen and it made the game even better and a lot of fun. So anyhoo I endeavoured to get up on the Google Store after college ended for the year and almost gave up after encountering the achievements and leaderboards integration. Man it was a pain.
I'm delighted with how it turned out. It's just a simple little time killer I made for me father that ended up being pretty addictive and actually great in a bar or party for a little competition (speaking from experience). If you have an android device I'd be delighted if you'd give it a go. Cheers and have fun. Here's a video of me playing the game also.
I'm delighted with how it turned out. It's just a simple little time killer I made for me father that ended up being pretty addictive and actually great in a bar or party for a little competition (speaking from experience). If you have an android device I'd be delighted if you'd give it a go. Cheers and have fun. Here's a video of me playing the game also.
"The Driven Dead" was initially supposed to be a little summer project. Myself, Richard Fahy and Adam Carroll decided to do. Just to keep us up to speed on everything we'd learned and nothing more, but as we continued on over the summer it took on a life of its own and we ended up with something pretty good. We entered it into the 1st Microsoft Game Jam in their Dublin HQ and won the top prize for the day.
The goal of the game jam was to create a new game or to convert an existing game to work on the new Windows 8 platforms and windows phone. We managed to do it before the deadline, earning a copy of Windows 8 Pro and were awarded 1st prize for the best port and ready to ship game, which was a brand new Acer Windows 8 tablet. Though it is classed at the first "full" game I ever made, it has many short comings, how and ever I will be very proud of it and what it thought me as a game designer.
The goal of the game jam was to create a new game or to convert an existing game to work on the new Windows 8 platforms and windows phone. We managed to do it before the deadline, earning a copy of Windows 8 Pro and were awarded 1st prize for the best port and ready to ship game, which was a brand new Acer Windows 8 tablet. Though it is classed at the first "full" game I ever made, it has many short comings, how and ever I will be very proud of it and what it thought me as a game designer.
"Neverending Oz" was my 1st UDK level design assignment. Completed in 3 daysish, give or take a weekend and a bit. I basically just followed the UDK 11 Day tutorial step by step and added weird stuff I found in the content browser in imaginative ways. I wanted it to resemble the "Neverending Story" and "The Wizard of Oz" in some way. To feature things like a starry night, fiery pathways, open water, big rocks and shiny green towers. I favour bottom up design so everything in the level happened at random as I chose different meshes in the content browser. By constantly walking around and feeling what needed to be added at certain vantage points and how they could be improved on in the level from there. I wanted it to be an open area and free environment with constant flowing movement for the player. I had an idea when using the jump pads for the first time to have the spawning points outside of the part of the level the action is set on and I reckon it adds a great element to the overall feel of the game play which is fast paced and constantly flowing from all angles.
"Rainbow Bombs" was a game I made with Oleksandr Chepyha and Ahmed Elsabban for the Global Game Jam 2014. It was made in 48 hours. We had originally planned to make some kind of driving game but the theme kind of threw us a bit but we eventually figured out a way of combining our original plan with it. There's a philosophical yet mad bomber on the loose and he's killed all the bomb squad.He sends the police his calling card after every "Rainbow Bomb" has claimed another victim and it always reads "We don't see things as they are, we see things as we are".Nobody has been successful in cracking his puzzling M.O. You're being trained, at a secret location in the desert, to decypher his "Rainbow Bombs" using a prototype Robot developed by the Japanese army. You must complete 12 obstacle courses in the fastest time possible, all while avoiding the mad bombers notorious fake bombs, if you want the job and save thousands from this crazed maniac.
We designed the tracks with the theme in mind. Meaning we gave the player more than one way to look at them and allow them to decide the fastest way to complete the levels. We also tried to play with the colours and tie them to the theme also. The was sent forward to Desura for consideration to available on their service and sure enough to our delight, they published the game.
We designed the tracks with the theme in mind. Meaning we gave the player more than one way to look at them and allow them to decide the fastest way to complete the levels. We also tried to play with the colours and tie them to the theme also. The was sent forward to Desura for consideration to available on their service and sure enough to our delight, they published the game.
"Volcano Village" was my 1st ever unity assignment. The brief was more geared towards level design than game play but the more interactivity and unity features used the better the grade. We had to include an outdoor scene and an indoor scene. The "Volcano Village" went through several iterations before I got the final outcome. It was initially a Volcanic Glacier but I settled on an isolated village in the end. I added a mine shaft to explore and a big church as indoor elements. I added some snow effects to represent ash and added a dragon for no reason at all. The objective was to get to the church and fix the broken bell. I added some character models to represent future missions after the bell was fixed. As it was a level design assignment and not a modelling assignment we were permitted to use free models from the net to enhance the experience for the user and aid in time management. I couldn't be happier with the final product, enjoyed making it immensely and learned a tonne in the process.
"Letters vs Bullets" was made at the Global Game Jam 2015 in 48 hours by me. I am usually a coder apart of a team but this time I wanted to try to do everything on my own from start to finish, the art, the UI, the sound and even the presentation which I usually avoid like the plague and I guess i managed to do it somehow. and this is the result.
"In the not too distant future, Billy Bopser, a 13 year old, fresh faced young scamp was listening to his mother reminiscing about her school days and how she learned the Alphabet by singing a song. She then asked what do kids do now to learn the Alphabet. Billy replied "What do we do now? I'll show you". |
"Tequila Worm" was made for the 2nd Year Anniversary of the Dublin, Global Gamecraft Gamejam. It was made in 22 hours, by a team of 6 game design students from Ballyfermot college. It is a fun little party game/digital drinking game. The only rule is don't die. If you do you must take a shot and give someone else a try. If you don't die the less you drink. There are 4 challenges, a 1 player, shooting challenge on a beach abd 3 2 players racing challenges, in an orchard, a busy neighborhood road and a dockland.
If you are not of legal age to drink alcohol you can of course play along with water or whatever. There is still lots of other features to play even if you don't want to par take in the "drinking" aspect of the rules. All levels are time attack and the player can set the fastest time and record their names if they beat the fastest time.
If you are not of legal age to drink alcohol you can of course play along with water or whatever. There is still lots of other features to play even if you don't want to par take in the "drinking" aspect of the rules. All levels are time attack and the player can set the fastest time and record their names if they beat the fastest time.
"Party Pooper" is a game I made for the 10th GameJolt Game Jam. The theme of the Jam was "Party" and we had 10 days to build a game around that theme. With college assignments piling up I kind of picked a bad time to enter a game jam and intended on completing the game over a weekend, which I almost did. Alas I entered it and the result was pretty cool in the end. I wanted to do something wacky and the rules stated to be inventive and aim for the "on the toilet market". So I came up with a main character that had to go the toilet a lot but at this party the janitor kept locking the toilet door and hiding the key.
"Hit Hit" was a game I created in 3 days for a competition they announced at the Microsoft Game Jam. I got the idea for it when we were doing the demo for "The Driven Dead" on the touch screen laptop they provided for us. The rules were to create a touch screen game for the windows 8 store and windows 8 phone. After much turmoil and torture I discovered that those two platforms do not support games written javascript. I can only write in javascript for now so converting the game to C# or C++ was a no go. Alas I learned a tonne and everything is set up for when Microsoft open up to javascript. It is not a genre shattering game, rather it is what I've come to affectionately call an "on the toilet game". The game was originally designed for touch screen controls but a mouse will do the trick as well.
"Lab Rat" is a prototype assignment from B.C.F.E. Myself and Adam Carroll combined our two ideas and came up this game in which you play as "Gixer", a lab rat that an evil scientist experiments on with super cheeses that give "Gixer" special abilities. He then creates obstacle and puzzle courses around these super cheeses for "Gixer" to complete. He peppers the courses with lethal obstacles and traps for "Gixer" to avoid and he also booby traps two of the three exits to each level. We were aiming for a zany cartoonesque feel with the traps and deaths. The game was never meant to be taken to completion as the assignment was to create a prototype. Alas I took it as far as I could and this is the end result.
"DGH Challenges" was my end of year project for the Ludo course in B.C.F.E. Myself and five other lads had to basically make a fully functional game. We decided to make a game based around the course we were all trying to get on for the following year. The DGH Diploma course. Because we all wanted to do something different we did just that and changed the story of the game accordingly. So basically in order to get onto the DGH course we created a new tool in the form of a game so the teachers could whittle down the candidates to people with good gaming skills. Our game would test them over six gaming genres. Driving, Platforming, Maze, RPG, Space Hopper and Shooting. I designed the driving level and coordinated the entire build. I was a little faster at working and more experienced than the others in organising projects so I was in charge of the build, which meant I combined everyone's single levels into a coherent experience. We finished ahead of time and everybody responded well to it.