The final start menu for the game, seen from a new player perspective
The game's Settings menu
The game required cutscenes which we did not have time to develop, so we implemented our storyboards (drawn by our animator) as placeholders.
A screenshot from within the game level, showing the HUD and the controls menu.
A screenshot from within the game displaying the store menu which players can purchase abilities from
A concept piece I mocked up for the initial pass of the game's main menu. This helped inform the graphic designers of the ethereal feel we wanted for the game.
A preview of some of the documentation done for the game's narrative. This is the beginning of the game's story.
An example of the flowcharting I did for the UI functionality, in the technical design doc. Usually this would be used to show the programmers how we want the UI to function, but for this project I also programmed the UI.
Spirits Calling was a university project I was a part of in 2021. We had to develop a game that focused on an emotion in 13 weeks. Our team chose to work with the emotion "fulfillment". Research into games that gave this emotion led us to the idea of developing a 3D Platformer Puzzler hybrid.
My involvement in the team was to write the narrative, help design gameplay mechanics and game methodology, and design and program the UI and its functionality - relaying this information to our graphic designers, who provided the visuals for the UI. I also stepped up to be the SCRUM master for the group in the second half of the project.