Hi, I'm Justin! Thanks for checking out my games!
When: Jan 2020 - April 2020
What: WebGL, Unity, C#
My Role: Producer, Team Lead, Programming, 3D Models
Team Size: 5 (HomeTeam GameDev)
The goal of this game is to breakdown pieces from ThatGameCompany’s Journey and Flow. An attempt to mimic just one or two mechanics and try to understand how and why they did something to analyze emotional game play. While this is going to be a self exploration game, I’m hoping to at least gain some new light or direction or tools in creating meaningful, emotive games.
When: Oct 2019 - March 2020
What: C#, Unity, WebGL
My Role: 3D Models, VFX, UI, & Scripting
Team Size: 10 (HomeTeam GameDev)
The goal of this game was to answer the question of if you threw a bunch of mechs into an arena, what would happen? The entire premise is for this to be a crazy free for all, action filled battleground with shields, traps, EMPs, and lots of fighting.
My main focus for this game was to practice Art. I contributed modeling in Blender while keeping the art direction. I created, imported, and setup with physics large parts of the art assets including the ceilings, floors, crates, scaffolding. I spent more time on the Laser VFX Fence to create something as interesting as possible. The UI targeting reticle, and Dash Effect was added and implemented working within the game.
When: Oct 2019 - Feb 2020
What: JS, WebGL, Notepad++ for Java,
Roles: Level Designer, Audio, Narrative Design
Team Size: 10 (HomeTeam GameDev)
Goal was to create the class RPG game with 3 classes to choose from, stories, quests, adventures, and levels. My focus for this game was to explore sound design, narrative and level design without an Engine.
When: Dec 2019 - Jan 2020
What: Oculus Quest, WebGL, Unity, C#
My Role: Producer, Team Lead, Programming, 3D Models, Animations
Team Size: 5 (HomeTeam GameDev)
The Great Hero is a VR & WebGL game designed around protecting 3 precious potatoes you’re trying to deliver to an end City.
The goal was to create an exciting, action filled experience, taking advantage of VR’s 360 degree view. The challenge was to keep the scope, assets and design within a small enough period to complete within 2 months.
Some design decisions made were to keep the player stationary and instead, move the world around the player. This allowed me to not worry about movement and just have concerns over shooting.
Our overall project could not be hardware intensive because we were making it for both WebGL and VR, some art assets were combined, taken into Blender and set as a single object.