Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Luis Montaña Projects and Contributions

a collection by Luis Montana · last updated 2023-11-28 15:40:16

As a computer scientist my focus in creating games was initially coding, but as I've developed more and more experiences I've come to realize I love all aspects of the craftsmanship of game development. The following collection includes games that I've led in Game Jams and games where I've led or contributed as a member of HomeTeamGameDev

Mine Planets for Resources
Action
Play in browser
Vehicle arena combat

Released on March 26, 2023

Waking graves is a vehicular combat game. Inspired by games like Twisted Metal and Vigilante 8.

My contributions:

  • Project Lead
  • Art Direction
  • Core Gameplay Programming
  • Island, main car and minor environment object modelling and texturing.


Waking Graves is a 2D action platformer inspired by Megaman X
Platformer
Play in browser

Released on January 23, 2021. Led by me. Developed in Unity.

Waking graves is an action platformer inspired by Megaman X and the NES Castlevanias. 


My Contributions:

  • Project Lead.
  • Art Direction.
  • Core Gameplay programming.
  • Tileset for Graveyard scene and Church ground.
  • Background art for Graveyard, Church and Selection Screen.
  • Interactive gates selection screen.
  • Main Character, Zombie and Master Warlock sprites and animations.
  • Health UI implementation.
  • Scene Management.

This is my first project as a lead in HomeTeamGameDev and it was also my first project doing pixel art which I enjoyed a lot and was glad to found people liked the look of my creations. Leading the project was a great experience since it was very different from what I've done in the past.

A student life plus dungeon exploration narrative inspired by Persona and Harry Potter.
Role Playing

Released on September 26, 2021. Led by ChaoticPlay. Developed in Unity.


A Dungeon Crawler RPG based on a magical school where you can strengthen your social connections throughout the story.

My contributions:

  • Items and Inventory implementation using scriptable objects.
  • Store code and UI implementation.
  • Chest rewards implementation and reward notification code.
  • Recovery Items implementation in battle. 
  • Pause menu implementation.

This project allowed me to be way more involved and while I avoided most of the 3D stuff I had lots of fun creating the inventory system and learning more about scriptable objects.

Arena Shooter with weapon modifications. A collaborative project for HomeTeam GameDev.
Shooter
Play in browser

Released on June 17 2021. Led by Tfunk. Developed in Unity.

A Fast-paced shooter arena inspired by Unreal Tournament.

My contributions:

  • Implemented pause menu.
  • Implemented immortal mode.
  • Implemented fire delay options.

This was my first potential 3D game which was very intimidating and prevented me to contributing further, however, I was pleasantly surprised by Unity's new Input system which I instantly fell in love with and would use in future projects.

An adventure RPG which lets you choose the story you tell in 1612 Japan.
Adventure
Play in browser

Released on June 20, 2021. Led by BjornTheFire.

A branching narrative RPG set in 1612, Japan. Where you can influence events as a Samurai, a Ronin, or a Monk.

My Contributions: 

  • Implemented elder grandaughter npc code.
  • Implemented npc follow path code.
  • Implemented Daimyo movement script.
  • Implemented base audio manager along with related functionality (mute, volume sliders)
  • Small animation fix.
  • Sakura configuration fix.

This was my first experience as part of HomeTeamGameDev and man was it interesting, I was used to mantaining the code of my projects by myself and this was a big clashing point for me. I was very happy to assist and help others achieve their creative goals.

A game about sacrifices.
Action
Play in browser

Released on Feb 28, 2020. This was a personal developed in unity. 

My contributions: 

  • Project Lead.
  • Core gameplay design.
  • Level design. 
  • Game Programming. 
  • Art direction.

The idea of this project was to explore the idea to create as many features with as little resources possible.  Another idea i wanted to explore here was the "pick your own difficulty as you play" type of game. 

I enlisted my friend Jessica to follow my concepts and create some pixel art assets which I proceeded to link to a very specific set of roles. The sanity counter was created for everything in the environment to be modified as this counter was lowered or increased.  And the idea was to always use the same room with different setups a la "Binding of Isaac" to optimize for my lack of artistic knowledge and creation. 

The idea of sacrificing things to advance the level came from an unfinished game jam.

A game about a hyperactive child that needs to fix his room before mom gets home.
Puzzle

Released on April 21, 2018. Created for a contest on puzzle games using a Game Jam-styled development.

My Contributions: 

  • Project Lead.
  • Core gameplay design.
  • Movement System implementation.
  • Sound system implementation.
  • Scene management.
  • Script to read text files with grid representation of levels.

This was my first "finished" project. I learned a lot from implementing the grid creation system, and after it got a bit fixated on creating pixel art, grid-based puzzle games as I found the experience extremely satisfactory. 

It was also an enriching experience managing a team over a short span of time but with big effort pushes.

Puzzle
Play in browser

Released on July 12, 2020. As part of Game Maker's Toolkit Game Jam 2020.  Developed in Unity. 

My Contributions: 

  • Project Lead
  • Movement programming.
  • Grid level creation system.
  • Enemy AI.
  • Enemy control system.
  • Core gameplay design.
  • Scene Management.


My biggest learning from this project was the usage of Unity's grid system which I've come to use in most of my projects since then. The system allows for really fast prototyping which allowed me to craft experiences that I found more fun and appealing. 

Game For LDJam 47
Puzzle
Play in browser

Released on October 5, 2020 as part of the Ludum Dare Jam 47. Developed in Unity.

My contributions: 

  • Project Lead.
  • Game Design (Alongside Jessica Dominguez).
  • Dialogs (Alongside Jessica Dominguez).
  • Game Programming.

This project was unusual in a sense that I wanted to spend less time programming. We decided to make a game about a store owner that needs to give different heroes special items to defeat specific monsters. I highlight my usage of Unity's UI system which up to that point was minimal for me.

Entry for global game jam 2021
Puzzle

Released on February 1, 2021 as part of the Global Game Jam 2021.  Developed in Unity.

* The Name is a Joke on the naming conventions of the Sega Genesis' Sonic games.

My contributions:

  • Project Lead.
  • Core gameplay design.
  • Game programming.
  • Level design for all but one  of the levels.
  • Wwise Integration.

This project represented a major opportunity as it was the first to use the Wwise integration.

As a programmer I was a bit hesitant to add the complexity of handling Wwise with version control but the advantages won me over.

We wanted to use Wwise adaptive sound and came up with the: listen for cues for danger from the music mechanic. So old man Juancho was the ears and the unnamed entity was the eyes of sorts.

Game for GMTK Jam 2021
Platformer

Released on June 13, 2021 as part of the Game Maker's toolkit game jam. Developed in Unity.

My contributions:

  • Project Lead.
  • Core Gameplay design.
  • Game Programming.
  • Wwise integration.

This project represented a major milestone for our gamejam team, it was the first where we finished the development without any major bugs and we didn't feel rushed and burned out at the end of it. Additionally it presented me with the problem of joining game objects with different colliders, it was challenging but i felt the final product turned out great considering the time restraint.