Welcome to my Portfolio!
Scroll down to see the projects I’ve designed and developed. Thanks for your time!
Currently, I have no public deployments of City Ninja, but if you would like to try an early build, feel free to download the files from my GitHub!
In this endless runner, players take on the role of a ninja who is on the run from the samurai authorities and must survive for as long as they can. Players engage in reaction-based parkour and rapid-decision making as they jump, slice, and dodge their way through obstacles and enemies to get the highest score possible.
I began developing this game as a project for my university's Game Design course and as a chance to learn the Unity engine and the C# language. Following the completion of the course, I decided to continue developing the game as a side project. For specifics on what I have planned for the game, please refer to the GDD below:
City Ninja
Made using: Unity, C# Scripts
Enemy and Player Sprites/Animations by Kin Ng (animationclock@gmail.com)
Backgrounds by Eder (edermuniz14@gmail.com)
City Ninja runs off of a collection of Unity C# Scripts that combine to give the game functionality
The script below, titled “Health.cs”, controls the player’s heart system (pictured above in the top left of the screen).
Project Prismborn
Made using: Unreal, Blueprint Scripts
Project Prismborn (working title) is a passion project of mine that is currently in the purely conceptual stage. I intend for the game to be a 3D Action RPG set in a world where a small fraction of the population are born with the power to control the elements. Players will take control of a central cast of characters that will embark on an adventure that makes up the story mode of the game. Within this current iteration of this portfolio are some early level design concepts and a few character design concepts that I intend on fleshing out more.
Below is the process document of an early level I designed for the game starting from the block out to an early version of the level. The document also touches a bit of the game’s current story.
(IMPORTANT: The assets used to set-dress were not made by me. Rather, they were taken from online marketplaces, namely Sketchfab and CGTrader. Credits for each of these assets are currently being collected and will be incorporated into the final design if able to be used and are used)
In the process doc I mention that the player character of that level will be a Prismborn who can wield the power of lightning. Riven, the character pictured to the right, is the character I was referring to and is the one I plan on implementing into the level in the near future. The art here is conceptual and a more in-depth character design will be made soon as well.
If you would like to explore the level via Unreal, the files are available to download off of my GitHub (linked below):
Shrubby’s Pinecone Collector
Made using: Adobe Animate, JavaScript
In this small game made for my university's Intro to Interactive Animation course, players take on the role of Shrubby, a forest monster that's been placed in charge of collecting pinecones for the upcoming Forest Festival. Unfortunately the squirrels of the forest also want those pinecones and will do anything they can stop Shrubby. Help Shrubby collect the pinecones by guiding him and his trusty basket to the pinecones and away from danger. Players must try to get as many pinecones in Shrubby's basket as they can before the squirrels break it with their trusty spike balls.
After finishing the course, I decided to stop development of this project to learn other game making programs aside from Adobe Animate (specifically, Unity and Unreal) and develop other personal projects. If you would like to play this game, click below!
Skills
Game Engines:
Unity
Unreal Engine
Adobe Animate
Programming Languages:
C#
Python
JavaScript
Java
CSS
HTML
Programs:
Google Workspace
Microsoft Office
Maya