GAMEPLAY AND THE PLAYER EXPERIENCE
I picked Thunder Highway as my first game to make solo because I wanted to challenge myself with an unconventional framework: a top-down shooter with a cinematic backdrop and a crunchy strategic metagame. This vertical slice of my original demo shows my focus on the gameplay fundamentals, trying to piece together a roadmap of features for the future game!
While I was busy with Thunder Highway, I started a side project to explore more aspects of the physics systems in Unity 4, and also to work out some new techniques for procedural generation of endless new levels. Just like Thunder Highway, I am working on a narrative framework for the game as well, bringing a new dimension of character progression to the Brickbreaker-clone genre!
Along the way as an indie developer, I partnered up with a pixel artist to attempt a game loosely inspired by John Carpenter’s “They Live” – a game where a lone hero is the only aware person in a society infiltrated by alien overlords. The project never expanded beyond the most basic prototypes, but it was a great opportunity to try developing some new gameplay features! In the first video you can see an example of the crowd system I had developed, where members of the general populace would become alarmed based on player actions and react organically. Below that, you can see a video of some early combat gameplay, featuring hit VFX and animated blood decal placement on the level surfaces.



