Eric Young
Using Synty's Ancient Empires Polygon assets and lots of custom code I have created a dialog, quest & inventory system that allows the player to communicate with qualified NPCs, satisfy their quest conditions and add/remove items to/from the inventory UI.
Level 1 is a proof of concept with minimal art assets. Level 2 includes additional art assets and interactable item code.
This is an original concept by eyetengu.
An original concept utilizing a dialog system, quest system, inventory system and audio system using the Unity Audio Mixer component.
I have wanted to do a sci-fi, space shooter for a while now and here is the result of a little time and dedication.
Enemy craft swarm the carrier you are sworn to defend. As they approach they choose an area of the ship to concentrate their fire and then they speed off into the void only to return their attention to their prey.
This trio of card games came about as a result of the mini-problems that manifest themselves in my thinking.
I had been puzzling over how to simulate a rock-paper-scissors encounter when it occurred to me to create two more games, similar in scope and concept, that could be used as mini-games in other interactions/games.
These are the result:
Coffee House Games is a series of math-based games that are designed to help the user hone basic math and relational skills.Topics include:- Comparisons (<=>)- Fractions, Ratios and Decimals- Exact change due- Speed word problemsSkills Demonstrated:- Creation of multiple and varied UIs- Custom logic for each mini-game- persistent scoring- design and layout individual games- design and layout the 'wrapper' that houses the mini-games
The following projects were created with the guidance, support and direction of the team at GameDevHQ.
All earned badges have been added to the appropriate project space.
The 2D Mobile Adventure is my first mobile app which focuses on the use of tilemaps to create the visual aesthetic of the various levels.
The player, enemies and various effects were created using sprites and spritesheets.
The addition of a shopkeeper, purchasable items and an option to earn coins for watching a Rewarded Ad all add to and enhance the user experience for a more well-rounded and polished delivery.
Skills Employed
Creation and use of Tilemaps, Animated Tiles
Abstract Classes, Class Inheritance &Extendable Methods
Skills Demonstrated:
* Player movement(move & turn) * Teleportation Anchors v Areas for movement *
* Teleport v Continuous-Turning * Snap v Continuous- NUIS relationship *
* Setting up hand controls to handle interactions
* Direct, Ray, Teleport * How to create & use Physics Materials *
* Sockets for storage of key, hat, disguise, sword *
* Use of hinge component to make workable file cabinet *
* 3D UI components(joystick, wheel, sliders, etc)- * 2D World-Space UI *
The 2D Space Shooter is a vertical scroller with various enemies, powerups and asteroids to shoot, collect and destroy.
A wave system controls the flow of enemies and their variety while various powerups offer different rewards.
A variety of enemies keeps the action moving and unique after which the Level Boss releases her U.F.O. kin to destroy you.
Skills Employed:
* script-to-script communication * wave engine creation * - custom-made sprites * * advanced enemy behaviors * powerups and reward system *
Earning the Beautiful Games badge reflects my ability to create unique, appealing and provocative scenes using lights, light probes & volumes to create and enhance the mood that the player should be experiencing.
Skills Demonstrated:
* Universal Render Pipeline(URP) * High Definition Render Pipeline(HDRP) *
* Lights(Area, Directional, Point, Spot) * Light Probes * Post-Processing Volumes *
Cinemachine - Creation of various types of Virtual Cameras to create a wide range of visual effects. Camera Management via code to control switching on/off of cameras
Timeline- creation of keyframes to hold transform data of various game scene objects in an effort to playback animations on demand.
The New Unity Input System(NUIS) is an event-based system that will likely end up replacing the legacy system at some point.
The creation of Input Assets, Action Maps and KeyBindings with various modification options is the heart of player interaction and setting them up correctly can really enhance the player's overall experience.
RaycastingRaycasting-Raycasting for movement- Instantiate an object at a point on an object- Use of layer masks- Firing and leaving bullet holes- AI Navmesh & Navmesh Agent- Waypoint system creation- Finite State Machine(FSM) creation
An original concept utilizing a dialog system, quest system, inventory system and audio system using the Unity AuThe 2.5D Platformer project was a great experience from laying out levels and the Character Controller to the Collectables and disappearing walls for camera visibility into a difficult to see area.
* Character Controller player movement with animation *
- Use of physics to affect a rigidbody(gravity, double jump, wall jump, push box, ledge grab)
* creation of collectable and associated logic * Camera Follow *
* Moving Platforms * Trigger Zones & Interactables * Audio Mixer component *
The User Interface is probably the most important method of conveying information to the player. It contains a wide range of viewable and manipulatable components.
Skills Demonstrated
* Sliders * Toggles * Text Areas * Buttons * TextMesh Pro *
* Horizontal, Vertical & Grid Layouts * Content Fitters * Scrollbars * Dropdowns *
* Input Fields *
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