Contents
Multiplayer Game Systems | Fall 2021
Virtual Reality | Spring 2021
Artificial Intelligence | Spring 2021
Game Design Patterns | Spring 2020
This page features WebGL Builds and Game Recordings based on courses from Packt, Zenva, etcetera. Additional details linked per project!
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Multiplayer Game Systems| Fall 2021
Multiplayer Le Chapeau Production
Le Beret
Le Chapeau Production
2 - 10 Players
Use WASD or the arrow keys to run around and steal the beret from the other players! Whoever reaches the winning amount of "Beret-Wearing Time" first wins!
Multiplayer Battle Royale Production God-Mode Activated
Zenva Course Production
Play Battle Royale
2 - 10 Players
Use WASD or the arrow keys to run around, pick up health and ammo, avoid the shrinking force field, and shoot other players in this classic Battle Royale game! Pick up the glowing yellow sphere to activate "God Mode", which replenishes your health, doubles your jumping force and running speed, and gives your screen a bright glow! Last player standing, wins!
Multiplayer Leaderboards Production
Halloween Candle Adventure!
Zenva Course Production
1 Player (Persistent Leaderboard from top 10 players)
Use WASD or the arrow keys to run around as a pumpkin and collect all ten glowing yellow "candles"! Top 10 fastest players get on the leaderboard! Beat your own time, update your score, and unleash the spirit of competition ;)
Game Development Projects
Virtual Reality | Spring 2021
All the following Virtual Reality (VR) projects are based on chapters of "Unity 2020 Virtual Reality Projects" by John Linowes
Chapter 01 - Diorama
Space Diorama
[Above: In order] Scene View, Game View
This is based on the development project from chapter one, which is setting up a simple diorama scene. The player is able to stand in place and look around the scene. For this production, I found a space environment kit (including the skybox) and an Earth model for the player to stand on, as well as a space ship, all from the Unity Asset Store. I removed the ground plane and the photo plane from the development.
To download the executable, follow this link!
Chapter 02 - Zombies Vs. Cyclops
Urban Zombies
[Above: In order] Scene View, Game View
This is based on the project from chapter two, where a zombie spawns in random positions and moves towards the target, which is controlled by the player's head movements. If the player stays looking at the zombie for long enough, the zombie explodes! For this production, I adjusted the skybox and added more obstacles for the zombie to move around, as well as adjusting materials and backgrounds.
To download the executable, follow this link!
Chapter 03 - Balloons!
Balloons! ...In Space
[Above: In order] Scene View, Game View
This is the development project from chapter three, where the player can use the balloon gun and make balloons appear, and can then pop the balloons with a throwable ball. The player can pick up the balloon gun by reaching for it and grabbing it with the hand controls, and then can click and hold to blow up a balloon, and release to let it fly! Throw the ball at the balloons to pop them. I adjusted the aesthetics for the game, with a mirrored floor and pedestal.
To download the executable, follow this link!
Chapter 04 - UI Smorgasbord
Chaos in the Street
[Above: In order] Scene View, Game View
This is based on the development project from chapter four, which is an upgraded version of zombies vs. cyclops, with a water hose that can be activated via new UI controls. To play, tap the arm controls (on the left arm) to toggle the water on and off. I adjusted the aesthetics for the game, including a fire hydrant for the water stream, and creating a street view. I also added instructions for the water control.
To download the executable, follow this link!
Chapter 05 - Movement
Icy Wonderland
[Above: In order] Scene View, Game View
This is based on the development project for chapter 5, where we experiment with multiple movement types in VR, including Gliding, Climbing, Locomotion, and Teleportation. I adjusted the aesthetics into a snowy world, using an ice axe for climbing, and adding snowmen and ice.
To download the executable, follow this link!
Artificial Intelligence | Spring 2021
AI Fundamentals
Different Behaviors
AI Movement Fundamentals. I implemented pathfind and pursue! There is a seeker, arriver, fleer, target, wanderer, path follower, and a pursuer. The movement behaviors are rooted in the Target node (e.g., Seeker seeks the Target node).
[Text on Screen]
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Seeker - Scarlet
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Arriver - Aqua
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Fleer - Fuschia
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Target - Rust
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Wanderer - Orange
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Path Follower - Green
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Pursuer - Yellow