INDIE

Project: Fontinalia is a narrative based game about a circus. Fontanalia was created for a final project in my capstone class, the theme being Queer Horror.

This game takes place in a circus, with all dialogue and interaction only being between those who work in the circus.

Fontanalia was created and developed in Twine, a program I had to learn alone just for this project, within two weeks which is why the bugs with the images not appearing were never fixed.

Project: Ravenwood Cove is a top down fighting game, where you fight vegetable based enemies and use their dropped resources to then create baked goods.

This game takes place in the forest where you can explore and face different kinds of enemies, the demo only having a little carrot enemy to face off against.

I worked on the Main Character of the game. I was in charge of creating smooth top down movement, attacks plus attack animations, a dash ability as well as Character UI. I worked on the project using the Godot game engine, something I am too familiar with. I decided to give the main character a sword for a weapon as I was told to give them a basic attack animation and code but never given information of what kind of weapon or attack style we wanted. I decided a sword would be best as I believe most games use a sword as a weapon and seemed basic. 

What I was trying to express in my choices was something cute. I found a cute sword.png to use for our main character while everything was being designed and animated. I really did not want the game to feel intimidating when someone would play for the first time. I made the dash cool down 1 second so people would not be able to spam the ability and travel through the map at lightning speed, but so they can use it to maneuver around enemies and change how they want to approach a fight. I placed the character UI in the top left corner of the screen as I felt that is where it would look best and not be in the way of the player.

What I have contributed to my teams project a second time was creating a character inventory UI. I had to find free assets for an inventory design as we did not have one of our own to use. After that I began to implement and design an inventory system. Once I created the layout of the inventory system I started on the programming. I created the inventory and made it interactable with the press of a button, once that was working I began working to make it operational. The inventory system then was able to count how many items were picked up and even displayed an image of the item you picked up. I then set a limit of how many items could be in a bundle before it took up another slot in the inventory. After everything was set I connected the inventory system to the main character and placed it where I thought it would not distract the player but also not be hidden.


What I was trying to express was something familiar. I created the inventory to have 4 columns with 3 sets of slots in each column as I believed that would be the most appealing visually. I then connected the inventory Open/Close button to “E”. I believed since we have WASD movement that it would feel better for the player to press “E” to interact with their inventory, instead of reaching across the keyboard for a different key or bend their finger at a weird angle to press another.

Project: Horror is a horror based game where the player gets chased by an entity but has resources like shelters that allow them to hide from the entity.

This game takes place in the woods, the player is lost and is trying to find their way home while being stalked by a mysterious creature trying to take their life.

Horror was and is being developed in Unreal Engine, first coming to life as an idea for a final project wanting to create a 3D horror game. The idea was then initiated. I decided for this project to first start out with the basics, movement, a flashlight that you can toggle, a place to hide and an enemy. This project was my first time using Unreal Engine, I have never coded using block code other than Scratch in high school. This project helped me learn it takes a long time to create objects from scratch and even take into account something simple like the player and enemy vision cone distance and width. I programmed the AI that once they see the player locks on to them and chased them throughout the map. I also hand crafted shelters for the player to hide in to get away from the entity. I designed the shelter to be wooden as I wanted it to feel like a shelter you might find out in nature created a long time ago and was since forgotten.