Game Development Profile & Historical
Recently, I have undertaken the task of reimagining a game that I designed and published a decade ago. It is the perfect vehicle to learn scripting in Unreal Engine5. I recently built my core systems with asset integration - weapon switching and inventory with health and enemy AI. Now, I’m excited to move on to weapon physics and begin scheming-level themes. One big difference with this neolithic platformer, compared to the original; it’s not a runner - opening up the narrative and action potential of the game.
‘Feast or Famine was a hit game for a hot moment in 2014. At the time, I figured out how to make everything 2D, but was not yet a CG artist. My older games look a bit dated because they are. However, it is important to note that experience is valuable. Every puzzle schemed, every playtest, every experiential arch and every piece of animation integrated into a system is a lesson learned. Every game completed is a gift to the world. We enjoy the process and grow from our experience.
After ‘Feast or Famine, My career at DreamWorks took off, and I had very little time to make games. So, I made a couple of simple experiences using the game engine ‘BuildBox. The engine offers a fun range of parameters to control assets and build endless runners - basic physics controls and inheritance. I pushed the limits of the engine pretty quickly and published a couple of fun puzzle-like runners. Esthetically, my design sense was showing more maturity here despite the simplicity of the games ( though that’s a relatively subjective view of my own work).