Completed Projects
Completed means that I'm no longer working on the project (either as part of the team or it was discontinued).
The Concept
The world of Ripholes in Rubbish takes place in a sketch book. The player plays as a sketched avatar in an magical animated land. Her goal is to find her lost friend, Arky.
Ripholes’ core mechanic is the player’s ability to rip and paste level elements and other game characters (doods, short for doodles). Upon ripping these elements, the player can stand on top of a whole and flip to the next page.
Who designed it
Ripholes is a game designed by six programmers in the Computer Science: Computer Game Design program at UC Santa Cruz during their senior design sequence. The sequence is a three quarter long program that teaches the students how to work in team, giving them experience in an environment similar to that of the industries.
What I did
Designed the concept of the core game mechanic
Programmed in C/C++ in the homebrew libraries LibNDS and PaLib
Wrote the page flip mechanic, journal/world map class, page health, title menu, and other algorithms
Drew some of the art assets
Head of play testing
Lead Level designer
The Concept
Play as the mother monkey and run around a 2D plane in search for food. Avoid enemies and feed baby Babu before he goes hungry! Drop a teleport cloud in strategic locations to effectivly maneuver maps and evade trouble.
Who designed it
A team of two girls during the CS20 Introduction to Game Design course at UC Santa Cruz.
What I did
Helped come up with the simple mechanic and idea.
Programmed the mechanic, game logic, and architecture in C# with the XNA library.
Drew all of the art assets.
Project Ideas and Concepts
Every game has a main mechanic. The ideas below can eventually be refined to produce solid mechanics.
The Concept
Two characters/entities can only move within a certain proximity of each other. You must stay within proximity or the game will end.
Other Thoughts
The two entities can support each other (ie: jump on top of one to reach new heights to turn on a switch)
There could be a time limit for how long the two can stay apart (ie: 5 seconds, and then the entities grow weak)
Different entities could use different powerups (ie: mix and match skills for strategies)
Direction
This idea seems to be best for puzzle platformer type games because of the limited amount of movement allowed. It'll force the player to be cautious about where and when to move to certain spaces in a level.
