Games

Games

Total Herbicide

Role - Lead Programmer
Studio Size - 5
Project Duration - 1 month
Genre - Endless runner, shooting
Engine - Unreal
Working on Total Herbicide, I designed and programmed the game mechanics, and assigned programming tasks to the other programmer on the game.


Some nasty plants are trying to invade your garden!
Dodge their seeds, spray them with herbicide, and save your plants! Be careful, herbicide is great at handling the invading plants, but they also hurt your lovely sunflowers.

Controls: Walk around with WASD, shoot with E, ESC to pause

Credits

Level Design
HD, Ryah Mark
Environment Design - HD
Technical Design - Ryah Mark
UI Design - NG

Art
Sprites and Sprite Animations - NK
Menu Art - HD
Music - Mushroom Dance

Programming
Ryah Mark, Juan Valderrama


List of Known Issues
Settings menu contains no options
Overlapping sprites
UI for player health is not functional

SuperEat Man

Rad Software

Role - Designer
Studio Size - 12
Project Duration - 9 Months
Genre - Endless runner, shooting
Engine - Unreal
SuperEat Man was developed in Unreal, and released on Steam in April of 2024.


This was, for much of the team, our first game in Unreal. I contributed in technical support, figuring out how to make the most of GitHub for our team, and exploring features in Unreal that were relevent to developing the game.

Due to the team being inexperienced in Unreal, there was a lot of "on-the-job" learning, but we picked it up fairly quickly. Problem-solving and troubleshooting are quite enjoyable for me, and I loved the challenge of finding the cause of issues and fixing them.


I designed the final boss, Grubbr Guy. The fight was designed as
Grubbr guy has four states he goes through, controlled by a behavior tree

SuperEat Man

His original design for movement was inspired by pedalling on a unicycle. To get the curved movement path, a spline is generated. All his movements work this way for consistency.

SuperEat Man

Grubbr Guy

Generated Rhythm Game Project

Role - Designer
Studio Size - 1
Project Duration - Active Development
Genre - Rythmn Action
Engine - Unreal


Timeline

Pre-2024
Before beginning on this project, I've designed characters and imagined them in their own rhythm game levels.
January 2024
Listening to music, had the idea of a game that allowed players to "code" their own levels and import music from their device. The levels, in the form of a text file, could be shared to other players who owned the same song. Players who didn't own the song could use the level text file to play the level without music if they chose to. It would be timed to the beat of the music or timed based on the current time on the music track.
When looking into if it was possible to do either of this in Unreal, I happened upon the Audio Analysis Tools plug-in. This tool's ability to auto-detect the beats of an imported audio file was exactly what I needed to make auto-generated levels.