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PROJECTS

Game design / Programming

Impulse is fast-time tap Multiplayer game for mobile .

In the game player shoot lasers at each other with the objective of destroying the the opponents while there characters constantly keep moving right to left and can randomly change direction.

 

This game was made as a part of my game a week initiative where

we(my team) tested out new mechanics to check there level of interaction and fun. 

To see more or discuss possible work let's talk >>
Game design /  Programing

Shape Shift is  a side scrolling level based game where the player cpontroles the direction and speed of a polygonal character that starts out with 10 sides.

Each Time the player falls from above a certain height or hits one of the spikes the player loses a polygonal side and the character becomes harder to move and gain speed ,once the character is a triangle which does not move at all.

The levels are like hill climbing racing and player must reach the end of each level to continue to the next.

The biggest mistake in the game was the color combination used in which the player blends with the background. 

Game design / Level Design / Programming

G-Shift is a game Based Gravity and Planetary orbits. 

 

The player controls a ship that can only be steered by locking on to the gravity of planets and entering in orbit around said planet .

The player must use this to navigate through various solar system to reach the destination.

The a unconventional movement that occurs due to the gravity lock mechanic creates a unique game play sessions. 

Genre: Multiplayer - Casual /  Competitive

Role: Game Designer, Programmer

Team Size: 3 People

Platform: Android

Genre: Side Scrolling - Single Player - Casual

Role: Game Designer, Programmer , Level Design

Team Size: 3 People

Platform: PC (Windows) / Android

Development Time: 48 hrs

Genre: Puzzle - Single Player - Casual

Role: Game Designer, Programmer , Level Design

Platform: PC (Windows)

Development Time: 48 hrs

I am constantly trying out new mechanics and prototyping games to see what machinists when used in what way makes for a fun game-play. :P !

Impulse

Shape Shift

G Shift

Genre: Infinite - Single Player - Casual

Role: Game Designer, Programmer

Team Size: 3 People

Platform: PC (Windows)

Development Time: 48 hrs

Game design /  Programming

Slapster is a simple side scrolling infinite runner game and was the first digital game that i had ever created .

The point of the game is to collect slaps and punches rather than kisses which is counter-intuitive.

Being the first it the expreance was totally new and thought me the how easy or difficult game creation.

Slapster was created as a part of a game jam run by my seniors and was made using GameMaker.

Slapster

Prototypes and design Exp 

T-Trail

Genre: Single Player - Puzzle

Role: Game Designer, Programmer

Team Size: 3 People

Platform: PC (Windows)

Development Time: 48 hrs

T-Trail is a tile based puzzel game where the player takes control of a character who has the ability to call a time ghost to help him solve puzzles that the level.
The Puzzles are based on stitches and pressurr plates that triggers a change in the level's tiles like rotation hight, movement , etc.
 The player can choose when to start "recording" his/her moves and when to play them back.
 
The levels where also built to show off on of my favorite art styles - Stylistic Low Poly Art.
The game was created in  48hrs as a part of a game and to see if the game play is fun.While the gameplay was it got increasing difficult to create puzzles with the static Camara due to the level size restrictions. It was a very good learning experience which showed how important a Camara design was even for a puzzle game. 

Bugs Missing

Genre: Platformer - Single Player - Casual

Role: Game Designer, Programmer , Level Design

Team Size: 4 People

Platform: PC (Windows)

Game design / Level Design / Programming

"Bugs Missing" is a puzzle platformer with a unique art style.

It was a experiment into creating platformer and was a great learning expreance into making games in this genre.

I learnt a lot about Design aspects such as the player to world scale , player movement speed , jump height, etc which helped greatly in later games.

In the game the Player is a framers who must solve simple puzzles and collect helpful bugs for his farm all while  avoiding  Bad ones.

This was done as a game-jams game.

Phase Shift

Genre: Infinite - Single Player - Casual

Role: Game Designer, Programmer

Platform: PC (Windows)

Game design /  Programming

Phase shift a fast paced platformer that i am currently working on. This game sits on several other prototypes and failed attempts to create fun pure platformers. 
in the game the player controls a humanoid character who has very high agility. Unique Selling point of the game is the power to phase shift! .

While using phase shift the player is invisible and is not effect by forces like gravity, friction, etc -i.e the direction and speed that the player had when they activated phase shift is maintained till they come out of it .

The character can also go through most walls and objects while phased. This allows fro more increased mobility and totally changes how one players a platformer.

Color  Wars

Genre: Multiplayer Competitive

Role: Game Designer, Level Designer, Programmer

Platform: PC

Development Time: Still in Development

Game design / Programming

Color war is a 3D multiplayer competitive game were the two - four players fight of to conquer and hold more of the floor. They do this must constantly moving on a tiled floor which intern paints the floors in there color.

The Player With the most Area at the end of the timer wins the game.

There is also a race mode where players must reach the finish line first but with a twist that they cant move if they run out of paint.

I am  actively working on flushing out the current mechanics as much as possible. I am in the process of adding power ups and other features that would increase the depth of the game.


This is the first project i am taking to a post-production and release stage.
It has been a unique experience where one gets to face the problems that come with creating a release ready game.

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