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stebssbets's Collection

a collection by stebssbets · last updated 2023-11-10 02:58:40

My main long term goal with game development has been to make language learning games. The following is a collection of games for which I have either lead development or contributed in various ways. I hope to make the games fun and engaging for students while utilizing modern teaching techniques to help the learning process be efficient and effective.

Educational
Play in browser

Released January 9th, 2022

16 weeks of production

9 collaborators

As a travelling digital nomad and foreign language teacher, I wanted to create a game based on learning the most practical phrases in a foreign language. Fast food focuses on how to put together a simple phrase for ordering food in a restaurant, pushing language learners to master the phrases since each level has time restrictions and accuracy standards that need to be met before progressing to the next level.  Some minigames are included to help beginner language students take a closer look at the language elements used in the main game. Also, I wanted to have something in the portfolio that was specifically designed to work on mobile devices.

What I did:

  • Project Lead
  • Initial Prototypes
  •  Core Gameplay
  • Android Support
  • Program Design
  • Georgian and Albanian Language Support
  • Voices for English, Albanian, and Georgian
  • Tutorial Video
  • Profile Save System
  • Difficulty Progression
  • Main Game Graphics
  • Particle Smoke
  • Language minigames
  • SFX implementation

What I learned: The main thing I learned was that my concept for language learning games really works. One collaborator on this project implemented a Turkish version, a language which I don't know at all, and I was able to quickly pick up the target words and phrases, then play the game well.  I also reinforced the concept of keeping the idea of the game very simple so I could focus more on the overall design of the game and iterate on it. Concepts like "How do I show a new student how to play?", "Which words and grammar concepts should I explain? And when?", and "How can I go above and beyond the original concept?" were comfortably explored since the main game was simple.

Local multiplayer scooter delivery
Racing
Play in browser

Released March 28th, 2021

16 weeks of production

11 collaborators

A game based on racing through the An Thuong neighborhood of Da Nang, Vietnam to win tips and high customer waitings by delivering food orders quickly and safely. Players accept orders on a cell phone and either follow a floating arrow or GPS map to race around the city, either against AI opponents or other players (up to 4 player multiplayer).

What I did:

  • Project Lead
  • Initial Prototypes
  • Main map layout
  • Reference photos and videos for graphics team
  • Order randomization code
  • Sound Effects (scooter engine, dropoff/pickup orders, trash collision, phone UI)
  • Driving turning code
  • Collision debugging
  • Pub, Apartment, and Beach Hotel graphics
  • Destructable bins
  • Text tips
  • Street Signs
  • Building placements on map
  • Fences
  • Input implementation
  • NPC car and pedestrian spawn refactor
  • Bike props (long pole, fridge, signs, speakers, bags, TV, microwave, washing machine, beer crates)
  • Environment props
  • Phone menu support
  • Pedestrian masks and concial hats
  • Scooter variation touch ups
  • Title song vocals and guitar

What I learned: On this project I attempted to 'go big' for the first time. I put together a team of co-leads (1. Code lead. 2. Audio lead. 3. Graphics lead. 4. Project lead.) to delegate the work load for both time and quality reasons. Some of the main take-aways were: 

1. The importance of clear project planning and pipelining.

2. The importance of regular, face to face communication/meetings.

3. The importance of vertical slicing.

4. The importance of regular play-testing and the allowance for changing requirements.

5. The importance of performance concerns for bigger games on target platforms.

Learn Alphabet Pronunciations and Letter Names
Educational
Play in browser

Released October 10th, 2018

12 weeks of production

11 collaborators

A game based on learning phonics and letters. An algorithm tracks your accuracy and adjusts what you should practice to help make your study time as efficient as possible.

What I did:

  • Project Lead
  • Core functionality
  • User profiles with stats storage
  • Adaptive difficulty based on profile stats
  • Voices for phonics
  • Asset integration
  • Bug motion
  • Letter Art
  • GUI art
  • Letter groupings/Curriculum design
  • Glow effect for learning
  • Settings Menu
  • Title screen design and animation

What I learned: This was my first fully produced game and it taught me that building a game with a small team is very possible. It was also my first major HTML5/Javascript game, so many programming concepts were learned.

Educational Language Adventure Game
Adventure
Play in browser

Released October 2019

12 weeks of production

9 collaborators

A game about being caught in a situation where you need to use a foreign language to get out of a trap. 

What I did:

  • Project Lead
  • Core Gameplay mechanics
  • Story writing
  • Voice Acting
  • Mission Structure
  • Various SFX including: thunder,  footsteps, animals, bushes, creepy clock, mausoleum banging, etc.
  • Fog System
  • Cloud and Lightning system
  • Camera shakes
  • Character and environment art
  • Progressive music design with FMOD integration
  • 3D SFX integration through FMOD

What I learned: This was my first Unity project, so many Unity development concepts were learned.

Learn language skills with many games!
Educational
Play in browser

Released June 14th, 2020

24 weeks of production

12 collaborators

 A game that provides lots of novelty through 30 different language learning experiences. This helps keep students engaged while doing repetitive, flash-card style exercises.

  • Project Lead
  • Majority of core functionality in shared minigames
  • Flash card creation (audio, image, translation research, etc.)
  • Language data set authoring
  • File count reduction for itch
  • Primary developer of 22 minigames
  • Custom Font and implementation
  • Lots of debugging
  • 12 Background Music tracks
  • Various graphic creation and manipulation

What I learned: Firstly, no matter the length of time and seemingly simple scope of a project, finding dedicated team members and delegating the work appropriately is essential. Also, being as clear as possible about the product design helps keep everything on task.

Classic 1-on-1 basketball shooting competition
Sports
Play in browser

Basketball game.

What I did:

  • Zone creation
  • Zone detection
  • All the background music
  • Commentating voice overs and implementations
  • Ball splash in net sfx and implementation
  • Fence sfx and implementation
  • Crowd cheer sfx and implementation
  • Timer ticks and buzz sfx

What I learned: This was my first attempt at diving into someone else's code/project, so learning how to navigate someone else's workflow was huge. Also, it showed how powerful background music and sfx are to the overall atmosphere of a game.

Retro Shmup. Blow up the moon!
Shooter
Play in browser

A retro shootem up game.

What I did:

  • Controls Help Menu
  • Laser Powerup Collision Improvements
  • Initial Title Screen
  • Original Loading Screen
  • Text for Level Select
  • Laser Testing Cheat

What I learned: For this project my main focus was to take a 'go first' approach to making sure the final game felt like a 'finished' game. Meaning that after a few months of production, the game still  needed a loading screen, a title screen, text for level selection, etc. While some of my work did not make the final release, I believe by making it a little more obvious that some of this work needed to be done it got more time and attention than if I hadn't shown it early.

Cyberpunk crime mystery
Play in browser

Cyberpunk adventure game.

What I did:

  • City background music
  • inventory items art
  • Web audio API implementation
  • Ambient sfx creation and implementation: car horns
  • Volume mixing
  • Background music implementation
  • inventory sfx
  • original inventory design

What I learned: While the Web Audio API is more difficult to use than HTML5 audio is more difficult, it is not much more so, and it gives much more audio control. However, some features are inconsistent across browsers. So, carefully choose tools during prototypes and make sure they will work when deployed.

Educational
Play in browser

A game about learning how to read code.

What I did:

  • Playtesting with 3rd parties
  • Write feedback

What I learned: This process reinforced how important playtesting, feedback, and iteration is, especially with educational products.

Strategy
Play in browser

A tower defense game. Various SFX and integration through FMOD. Instances of SFX limitations (less messy/noisy).

What I learned: It's eye opening to see how much progress can be made when you have even a few members dedicated to one aspect of development... In this project, at least 2 of us were working only on SFX and we accomplished a lot in a short time period.

A brick-breaking game with a dash of space invading made at Gamkedo Club!
Action
Play in browser

Brick breaking game:

What I did:

  • Brick hit multisound sfx creation and implementation
  • Music speed increases as level progresses
  • Audio balancing
  • Collision sfx multisound creation and implementation
  • Implemented background music
  • Level complete sfx
  • Multiball sfx
  • Paddle Jump sfx
  • Various power pill sfx
  • Swallowing power pill sfx
  • Tweaked multiball power up code
  • Audio buses implemented
  • voices for letter pills
  • randomized background music for variety
  • magnet pill art

What I learned: This project was an unexpected milestone in my ability to quickly develop and implement sfx into a mostly developed game.

An android/ninja/magician must fight off alien robots to save the kittens of Earth
Action
Play in browser

Released Sept 30, 2018
17 week project, 13 collaborators

Fighting game.

I wrote the main theme (also used for level 1) and level 3 music.

What I learned: Receiving and implementing constructive criticism from the project lead greatly helped direct the composition of the music, which ultimately made the feel of the game much better.

Action
Play in browser

A wandering whisp makes its way through a cavernous world.

What I did:

  • Crystal Art
  • Spike Art
  • Vine Art
  • SFX: Shot hit, crystal shatter, exit opening, player spawn, ring activation, level exit, rock explosion, rock rubble rolling, orb collection, player damage, enemy aim/hit/defeat, swinging door, wall collisions, hover, hover failed, boulder push, pressure plate, shot collision, gate collision.
  • Volume control integration
  • SFX integration with FMOD

What I learned: This was my first attempt at working on both a Unity and FMOD project. I was also implementing new sfx creation techniques, so I learned a lot about Unity, C#, FMOD, and sfx.

Helicopter tourist guide simulator
Simulation
Play in browser

Helicopter flying game.

I wrote the title music which can also be heard in game.

What I learned: This was a big reminder at how good the quality can be for a feature if you are focused. My only contribution was a song, which I was very happy with because I only focused on the song and the sonic possibilities.

Action adventure with co-op AI
Play in browser

Wizard town game.

What I did:

  • Main menu music
  • Mega worm boss music
  • Mega worm sfx

What I learned: This was an unexpected milestone in my ability to quickly create sfx and music, then implement them in FMOD.

Space delivery! Keep your ship running and deliver the goods on time!
Adventure
Play in browser

Transporting packages through space.

What I did:

  • Ambient ship background sound
  • Button pressing sfx
  • light on/off sfx
  • terminal beeps and boops
  • alarm sfx
  • Boombot song

What I learned: This was my second Unity project to which I contributed and decided to create audio assets without FMOD. While it may not have been the best route, it did show that once you know some basic design patterns, it is possible to figure out how to implement them with unfamiliar tools without too much trouble. However, I still prefer familiar workflows because I prefer to create and play with the tools instead of tinkering with how they work.

Racing, includes split screen local multiplayer
Racing
Play in browser

A car racing game. I made the rain effect.

What I learned: A milestone into how much I've learned over the past few years about programming... I was bored during a layover at an airport and decided to come up with a random feature for a game in the HomeTeam collection, and basically finished it in 4 hours.

Fast-paced 2D action platforming
Platformer
Play in browser

Platformer.

What I did:

  • Volcano background art
  • slime brick art
  • fight song
  • miniboss song
  • music randomizer
  • designed 1 level

What I learned: A bit about graphic design. A milestone regarding being able to contribute to the overall project rather than one aspect.

A small RTS, developed @ Gamkedo
Strategy
Play in browser

RTS.

What I did:

  1. Intro song
  2. Chicken idle sounds and implementation
  3. Pig sfx and implementation

What I learned: This was a lesson in needing to learn more about coding, as some concepts were way above my head.

In the far future a robot must farm and gather resources to save the human race.
Simulation
Play in browser

Released Aug 5, 2018
15 week project, 24 collaborators.

Sims type game.

Farmhouse art. Menu song.

What I learned: This was my first contribution to a game... And it was inspiring to realize how relatively simple it was. I really enjoyed being able to download a simple DAW while traveling, write a song with it, and commit it with github. Similarly, it was inspiring to use a simple graphic tool like paint.net to create art assets.

Adventure
Play in browser

Chop down all the trees!

What I did:

  • Audio hookup improvements
  • Looping background music feature
  • Pause code
  • Death cat art
  • Death cat implementation
  • Bird art
  • Bird implementation
  • Animal attack sfx
  • Moon tree art
  • Cheese tree
  • Crate
  • Moon music
  • Outro text composition

What I learned: Diving into other people's code can be quite complicated, so knowing your design patterns is important. 

Gradius/R-Type inspired shmup
Play in browser

Space shooter game.

What I did:

  • 1st boss music composition
  • User testing and feedback campaign 

What I learned: There are many ways to contribute to a game project. Sometimes doing things like marketing is more valuable than trudging through code.

Play in browser

Released Feb 9, 2020
9 week project, 11 collaborators.

A fun game about driving a patient to the hospital with an ambulance in space.

What I did:

  • Background music one level
  • Hospital landing pad art

What I learned: Every project is very involved and takes lots of time. I was attempting to be involved in this game and leading my own game at the same time, which quickly became overwhelming. Manage your time wisely.

Retro arcade racing
Racing
Play in browser

Released Jul 29, 2018
11 weeks, 23 collaborators

Car racing game.

What I did:

  • 1 background music track

What I learned: Writing music at the airport in your DAW is totally possible.

Metroidvania Labs
Platformer
Play in browser

Released Apr 5, 2020
13 weeks of production, 15 collaborators.

An exploratory platformer inspired by Stranger Things. I wrote the title screen music.

2D souls-like action game with nothing but boss battles
Action
Play in browser

Dungeon monster killer game. I created and implemented footstep sfx.

Inspired by Kung-Fu Master for NES
Action
Play in browser

An homage/remake of Kung Fu. 

What I did:

  • Help implement boss spin kick and enemy woosh dashes
  • Local Storage tweaks
Fast-paced action RPG inspired by Ys
Adventure
Play in browser

Action rpg.

What I did:

  • Logo art and implementation
  • Music implementation
Bullet-Hell with 4 color matching directional mechanics.
Shooter
Play in browser

Released Dec 16, 2018
11 week project, 11 collaborators.

Bullet Hell. I wrote some of the in game music

RC robot arena destruction!
Action
Play in browser

Released May 27, 2018
16 week project, 13 collaborators

Like Twisted Metal. Car fighting game.

I wrote 3 songs for this game.