Game Jam Projects
Three games built during NYU's game engineering minor
Overview
As part of my game engineering minor at NYU I worked on a range of small games, from solo prototypes to game jam entries built under tight deadlines. The three below are the ones I'm most proud of — each taught me something distinct about design, tooling, or collaboration.
ESC From Tandon
Too much coding has turned your classmates into zombies, escape Tandon before you become one!
The theme of the game jam was resource management and at the height of the semester all our team could think about was escaping Tandon and so this little game was born. We made this game in a week, focusing on an experience requiring careful management of two ammunitions to get to the end.
I worked on the game's character controller, implementing movement that felt intentionally awkward to match the retro aesthetic and force players to get past the enemies by carefully managing their resources instead of just avoiding them.
Coco Run!
Coco got away, can you catch him?
Coco Run was the first game I developed in this minor with more than just a few hours of development time. It was a fun project that allowed me to really dive into what it takes to create a polished game experience
I worked on the dash portion of the players' movement mechanics and interactables in the games levels. I was very happy with this character controller and even went on to use it as a foundation for future projects. The experience with the character controller was invaluable for learning the importance of clean code, a job well done the first time can be reused in other projects.
Between Worlds
An alien virus is corrupting your world.
Between Worlds is puzzle/adventure game that effectively served as the capstone project for my Game Engineering Minor. It includes combat, a dungeon to explore and a warped version of the world to navigate.
This project has the largest scope of any game I had developed and taught me alot about the challenges of working on a large team with dependencies on eachothers work. The game was built in godot which was challenging due to my focus on unity, but was valuable for learning to not blindly rely on a single engine. My main responsibility was implementing the core puzzle mechanics, this could be challenging due to having to determine how things would behave in response to our central mechanic where the player can enter a different world in which things should often behave differently.