Categories
Thesis

Procedurally Generated Murder Mysteries as an Information Game

Categories
Games and Visual Experiences

Work in Progress: Soliloquy

Soliloquy is my upcoming visual experience project. This project focuses on themes like randomness, technology, meanings, and archetypes. I worked as concept designer, writer, sound designer, and programmer for this project. It will be released in late 2021 and I look forward to sharing more information about it very soon!

Categories
Games and Visual Experiences

Rupture

Rupture is a game developed as a submission for AI & Games jam 2021. This game experiments with a different approach towards the concept of death in games. As you die, your “consciousness” transforms to the nearby enemies and you can experience the game through their bodies.
Story of the game is narrated through various terminals that the player can interact with.
I worked as the story writer, game designer, level designer, and programmer for this game

Download or play at: https://steelfalcon.itch.io/rupture

Categories
Games and Visual Experiences

The Passage

The passage is a small game that I developed for GAMERella 2020 game jam. It tries to experiment with the notion of nothingness and absurdism within a game experience. I worked as the game designer, animator, programmer, and writer for this game.

Download and play at: https://steelfalcon.itch.io/the-passage

Categories
Programming

Procedural Terrain Curve Generator Using Bezier Curves

This project has been developed with the help of Nick Jensen’s tutorial for the final project of COMP691F using Unity 2018.1.5f1.

This is a tool that will generate endless and procedural curved mesh for terrain using Bezier curves. You can assign this code to an object(e.g a quad) to create a random yet unique procedurally generated curve.

Below link is a video showing this tool in work:

https://1drv.ms/u/s!Ahb7xLKjv-Nk3nn0PVeVaTQBj0AI

Categories
Programming

Procedural Landmass Generation

This project has been developed with help of Sebastian Lague’s tutorial as the final project for COMP6311 course and uses perlin noise in Unity 2018.1.5f1 to procedurally generate endless terrain and map.

You can switch to different types maps such as noise, falloff or mesh and change the properties of noise to get the desired effect for the map and even flatshading as a shading option.

The map is textured and blends different types of texture and with a character you can walk on it and move around the map infinitely!

Also by implementing custom assets you can create different height map, mesh and texture settings and save them all. 

Bellow is a video clip on how this project works progress: