
One of the design choices I made was having the monitor face down to help the players better understand the perspective of the game. We found that by having the player looking downwards on their player character and having the camera aligned in the same way so that the gravity in the game mimicked real life from the perspective they viewed it allowed for players to intuitively understand the rotations they are making with the controller.

Level Designing for this project was new as it felt like I was working in 4D due to the player being able to change the direction of gravity at their will. However, the challenge of designing a level with abnormal perspective was enjoyable as I worked my head around the possibilities.
One of the main considerations when designed with this space in mind is the camera. Due to it being impossible to see everything the use of collectables was found to be very important to guide the player down the right path and prevent them from getting lost.

As the programmer I created the functionality of the controller by rotating the world around the player. I also dealt with the pairing of the Joy-Con to Unity. This task was the hardest challenged we faced and required a lot of research and support from outside the team to help us create it in a functional state.
Unfortunately this was such a technical challenge it left little room to design the levels due to the massive amount of time spent on getting the main game mechanic into a functional state.

The team experienced a lot of technical difficulties and there were points where we were unsure if we would have a finished game by the end of the week. However, we kept our heads high. I worked through multiple different potential solutions that did not work before ending up with something that did work after over a day of being stuck on the same problem.
After a year me and a new team of 5 spent a couple days polishing up the project and then submitting it to the GDC alt.ctrl showcase.
See Other Work

One of the design choices I made was having the monitor face down to help the players better understand the perspective of the game. We found that by having the player looking downwards on their player character and having the camera aligned in the same way so that the gravity in the game mimicked real life from the perspective they viewed it allowed for players to intuitively understand the rotations they are making with the controller.

Level Designing for this project was new as it felt like I was working in 4D due to the player being able to change the direction of gravity at their will. However, the challenge of designing a level with abnormal perspective was enjoyable as I worked my head around the possibilities.
One of the main considerations when designed with this space in mind is the camera. Due to it being impossible to see everything the use of collectables was found to be very important to guide the player down the right path and prevent them from getting lost.

As the programmer I created the functionality of the controller by rotating the world around the player. I also dealt with the pairing of the Joy-Con to Unity. This task was the hardest challenged we faced and required a lot of research and support from outside the team to help us create it in a functional state.
Unfortunately this was such a technical challenge it left little room to design the levels due to the massive amount of time spent on getting the main game mechanic into a functional state.

The team experienced a lot of technical difficulties and there were points where we were unsure if we would have a finished game by the end of the week. However, we kept our heads high. I worked through multiple different potential solutions that did not work before ending up with something that did work after over a day of being stuck on the same problem.
After a year me and a new team of 5 spent a couple days polishing up the project and then submitting it to the GDC alt.ctrl showcase.
See Other Work

One of the design choices I made was having the monitor face down to help the players better understand the perspective of the game. We found that by having the player looking downwards on their player character and having the camera aligned in the same way so that the gravity in the game mimicked real life from the perspective they viewed it allowed for players to intuitively understand the rotations they are making with the controller.

Level Designing for this project was new as it felt like I was working in 4D due to the player being able to change the direction of gravity at their will. However, the challenge of designing a level with abnormal perspective was enjoyable as I worked my head around the possibilities.
One of the main considerations when designed with this space in mind is the camera. Due to it being impossible to see everything the use of collectables was found to be very important to guide the player down the right path and prevent them from getting lost.

As the programmer I created the functionality of the controller by rotating the world around the player. I also dealt with the pairing of the Joy-Con to Unity. This task was the hardest challenged we faced and required a lot of research and support from outside the team to help us create it in a functional state.
Unfortunately this was such a technical challenge it left little room to design the levels due to the massive amount of time spent on getting the main game mechanic into a functional state.

The team experienced a lot of technical difficulties and there were points where we were unsure if we would have a finished game by the end of the week. However, we kept our heads high. I worked through multiple different potential solutions that did not work before ending up with something that did work after over a day of being stuck on the same problem.
After a year me and a new team of 5 spent a couple days polishing up the project and then submitting it to the GDC alt.ctrl showcase.
See Other Work
Game Designer, Level Designer, Programmer
Box Ball
Tools: Unity | Team: 5 People | Timeline: 4 Days
Game Designer, Level Designer, Programmer
Box Ball
Tools: Unity | Team: 5 People | Timeline: 4 Days
Game Designer, Level Designer, Programmer
Box Ball
Tools: Unity | Team: 5 People | Timeline: 4 Days
Summary
• Lead design discussions and crafted prototype controllers.
• Designed 8 levels with the core design of using the full 360-degree rotation available for the player.
• Programmed the level rotation around the player's axis in correlation with the controller's real-world orientation.
• Programmed the level manager, the camera seeing through walls, collectables, moving platforms, bumpers, jump pads and pendulum hammer.
Project Goals
For Sheridan’s Fall 2022 Design Week, I was placed on a team with random people, and we were challenged to make an Alt Controller game. We decided explored what sort of controller would help with accessibility for those who have a hard time controller their hands for precise inputs. We wanted to create a controller that was box shaped that used gyroscoping as it would be easy for players to hold, and it would require the arms to move rather than the hands.
Summary
• Lead design discussions and crafted prototype controllers.
• Designed 8 levels with the core design of using the full 360-degree rotation available for the player.
• Programmed the level rotation around the player's axis in correlation with the controller's real-world orientation.
• Programmed the level manager, the camera seeing through walls, collectables, moving platforms, bumpers, jump pads and pendulum hammer.
Project Goals
For Sheridan’s Fall 2022 Design Week, I was placed on a team with random people, and we were challenged to make an Alt Controller game. We decided explored what sort of controller would help with accessibility for those who have a hard time controller their hands for precise inputs. We wanted to create a controller that was box shaped that used gyroscoping as it would be easy for players to hold, and it would require the arms to move rather than the hands.
Summary
• Lead design discussions and crafted prototype controllers.
• Designed 8 levels with the core design of using the full 360-degree rotation available for the player.
• Programmed the level rotation around the player's axis in correlation with the controller's real-world orientation.
• Programmed the level manager, the camera seeing through walls, collectables, moving platforms, bumpers, jump pads and pendulum hammer.
Project Goals
For Sheridan’s Fall 2022 Design Week, I was placed on a team with random people, and we were challenged to make an Alt Controller game. We decided explored what sort of controller would help with accessibility for those who have a hard time controller their hands for precise inputs. We wanted to create a controller that was box shaped that used gyroscoping as it would be easy for players to hold, and it would require the arms to move rather than the hands.