Blade's Point

Prompt “1 Button” - Blade’s Point rides the line between track based rhythm game and action combat. Play a lone fencer fending off an encroaching hoard of enemies, and try to survive tilll the final round.

3 different enemy types all require you to use your single button in different ways, and stronger enemies are pushed back in the queue, creating a non-static track that is influenced by your timing. A mimimalist setting and soundscape amplifies the intense and absorbing game feel, while implying a larger world beyond the prototype’s scope.

Le Musée de "Prototype Assets.zip"

Prompt “Prototype Assets.zip” - Explore a museum dedicated to a folder of assets we were meant to use in our project, presented in absurdist fashion with ridiculously posed models and exhibits only possible in the medium of video games.

A museum was the perfect location for this project as it allowed me to imbue meaning into a collection of works that were largely devoid of meaning. From the large man holding a smaller, happier version of himself, boxes you can stick the camera into to see new worlds, and an egg moon, I maintained a balance between respecting what was given, while also adding my own interpretation to the works.

Huish

Prompt “Pet Game” - Huish is about a fish-man / man-fish chilling in their apartment. Lead them around using fish food to see them interact with different parts of the environment, or watch them idle in the space unprompted.

Huish takes a comedic approach to the genre, hiding the main mechanic of Huish needing water in plain sight by subtly adjusting the color of their face. Partial commentary on the idle and endless feeling nature of the pandemic was intended.

Meow Meow Kill Kill

Prompt “Non-Human POV” - Meow Meow Kill Kill is a visual representation of what your cat sees when it decides to leave a pile of murdered rats in your basement, that being that it sees itself as a supra-natural demon stalker. Use a pounce and stealth mechanics to kill the gaggle of rats.

The most ambitious project of these prototypes, this featured a unique jump mechanic, rats able to detect and avoid the player, and a level design that allowed for literal “cat and mouse” play. Watching rats scurry through a hole in the wall, only to pounce on a bookcase and track them through ceiling pipes, with a world draped in bright greens and reds creates an abstract space where stealth and murder feel perfectly at home.