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Name: Project Neon
Genre: Twin-stick shooter
Role: Technical / system designer
Team size: 5 people

Duration: 8 Weeks
Year: 2021

 

About me

Welcome to my portfolio! My name is Jesse, and I am a technical designer currently in my third year of studying Game Design and Production at Breda University of Applied Sciences.

I have developed my technical design skills through a variety of educational programs, courses, personal projects, and internships.

 

While I've been focused on technical design, I've had many roles over the years that helped me learn a great deal about making games. My journey started at an application-development education, focussing on gameplay programming. This gave me a strong background to use in developing systems and other technical aspects of games.

 

During this time I have followed multiple courses ranging from 3D development in Maya to mobile app-development. I believe that having experience working in different positions in the game development process, helped me understand the pipelines and communicate better within teams.

During my education, I've learned to work with several multidisciplinary teams of different sizes.

Engine: Godot
Platforms: PC 

Itch.IO: Link
 

Tesla gun

Design intention

A weak, but fast crowd control weapon. The tesla gun was one of my biggest contributions to the project. It is key to get as many enemies within a close range to create an arc between the enemies and deal as much damage as possible.

For this feature I designed and developed

  • Tesla gun projectile arching effect

  • Shader used for the tesla gun projectile effect

The arching system sends a signal when the first enemy is hit getting all enemies in range, this gets repeated once more for a smaller range on the second hit. It creates a linerendering using my custom lighting shader. To create an arching visual effect, clearly showing the player the impact radius. 

TeslaGunDesignintention.gif

Early animated weapon sketch I used to showcase my design intention

Spider enemy

Design intention​​​​​​​​​​​​​​
The exploding enemy is supposed to spawn together with a lot of grunt enemies, the enemy explodes on death dealing damage to players and other enemies. Making it a prime target for the player to eliminate multiple enemies. The player will have to act fast before the enemy comes to close.

For this feature I designed and developed

  • Enemy movement

  • Explosion system and feedback

SpiderEnemyDesignIntention.gif

Early animated enemy sketch I used to showcase my design intention

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