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SMALLER PROJECTS:

Dogs Must Be Kept on a Lead:

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My first major team project at Falmouth Uni, developed over just a couple of weeks - this game had a big hand in sparking the fire in my heart for team-based game development.

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The game was the key part of a course module called "Creativity Cards", where randomly selected teams are given 3 different cards with prompts written on them that were pulled out of a hat.  Our cards were "Pets", "Seaside", and "Relationships".

Our interpretation of these prompts was the relationship between a person and their pet dog and a nice walk on the beach - and evolved into a 2-player experience with a man searching for scraps with a metal detector, and his robot dog helping him dig. The twist is the two players are attached by a lead, so have to coordinate on where to search and what to do. Players could sell scraps to upgrade their dog for better digging, more lead length and higher speed.

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Working on this project taught me tons about planning and coordinating efforts with other teammates, and the importance of open communication and using daily standups and project management. While the game looks rough around the edges, these lessons resonated with me particularly strongly as it was the first project I was involved in where we accomplished everything we set out to do. The pride I felt in me and my team stays with me even today.

Shout Rallies:

An online turn-based game where players challenge each other to shout louder every round. Starting quietly and working your way up is key, as the longer each match lasts, the more points you get!

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Shout Rallies was developed as a short and sweet summer project between me and my buddies Nathan and Jacob. We got as far as creating a shop, full UI and concepted characters, and scoring the player's loudness to reward points accordingly. Online connectivity was nearly complete but was never totally finished.

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This project taught me how to utilise the microphone in a player's system, upload a game to Google Play, and utilise its online functionality.

Robo-lationships:

One of my first game Jam projects, Robo-lationships has the player work as a couple's counsellor for robots. You have a bag of spare parts and must figure out which to give each couple by listening to their problems and figuring out what is missing from their relationship.

 

This project was a part of Global Game Jam 2020, with the theme being 'Repair'. Our interpretation of this was the metaphorical and physical repair that a robotic couple would need to fix their relationship.

Working on this taught me about working under a strict timeframe, with only a weekend to make a finished product - as we never got to complete the project, it made me reflect on what we could have done differently to ensure everything got done the next time.

 

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