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Card Coded -a card based platformer where the player must complete platforming challenges using only a hand of cards to move.

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Card Coded was a solo entry for the 41st Ludem Dare Game jam. It was one of the first projects I made after attending classes and is able to stand as my first application of game design. I learned a lot of best practices for coding while developing and ended up with a well praised submission ranking 160th out of over 2000 submissions.

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  • Created all assets for the game in under 48 hours

  • Managed time and scope carefully to end with a polished product
  • Learned how to use Unity UI and animations as well as several new programs during the jam

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DigDig - An arcade miner in which you must collect crystals and fuel to increase your score and venture ever deeper into the earth for as long as possible.

DigDIg was a solo entry for the 48th Ludum Dare Game Jam. It had been a long time since I did an arcade styled game, I wanted to make somethin that was simple in design and make it a nicely polished replayable experience. This was also my first experience in using multiple noise layers in a level generation algorithm.

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  • Procedural Level generation in chunks

  • Perlin noise was used to generate areas of harder rock as well as patches of lava

  • Created within 48 hours

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Deeper Still - A simple 2D grid based block shuffling puzzle game.

Deeper Still was a solo entry for the 2020 Extra Credits Game Jam, This was the first puzzle game I made for a jam and wanted to keep the mechanics simple while still allowing for good variation. The three components are the boxes, pits, and cliffs. boxes can be pushed into empty spaces or inot pits, pits are obstacles until they cosume boxes pushed into them, and cliffs offer movement in only one direction. With just those elements I made several varied levels to go alongside a somewhat darker narrative of someone battling with loneliness.

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  • Puzzle Design

  • High level of polish

  • Created within 48 hours

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Home is Where the Haunt Is - A point and click adventure horror game. In which the protagonist, who has just bought a house that is being haunted, has to venture inside to find each ghosts skull in order to banish them forever.

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Home is Where the Haunt Is, was a game we made in a team of 6 for the 2019 Global Game Jam. We only had 48 hours to make HIWTHI, and ended up being my first real leadership experience. Managing everyone's strengths and weaknesses as well as balancing scope and time to make sure we didn't fall behind was tough but I think I handled the role well for being unpracticed. I failed a lot as a leader as well, but I think that was ultimately good since I learned a lot from my own shortcomings in how to improve.

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  • Led a team with diverse skills and helped ensure we finished on time

  • Group collaboration in a confined time frame

  • Created a extremely modular script for the level designer to use for puzzles

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Backrooms - A liminal space prototype based on the very popular "Backrooms".

The Backrooms is a passion project prototype for a future survival adventure game. The Monster and it's animations are my teammate's contributation, it's AI behaviour and Animation Controller was done by me however.

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  • Procedural Level generation with completely customizable room dimensions.

  • Generates layouts without the use of premade room meshes

  • Monsters lurk can around any corner, utilizing ASTAR to hunt for the player through the backrooms

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Random Terrain Generator with A-Star pathfinding - A simple tool for a 2d strategy game, generates many different types of terrain in a grid that is compatible with A-Star on AI to navigate to selected locations.

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  • Highly manipulable terrain generator system configurable at runtime

  • A-Star built into grid to allow for AI navigation
  • pathfinding can be set for minimum and maximum elevation changes for more realistic movement.

©2023 by Scott Hoffman

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