00:08so i've been building games for a few
00:10years now and i have a whole back
00:11catalog of projects that i've worked on
00:13in the few years that i've been doing
00:15unity development so i figured hey let's
00:18go back and revisit some of those
00:20projects and you can see
00:22the installations of from where i
00:24started as complete beginner to where
00:26i'm at now as a full-time game developer
00:29i think those projects are around here
00:30somewhere hey do you wanna help me find
00:39so the majority of my projects that i
00:41have laying around here can be
00:42categorized as day prototypes and this
00:45is because i only spent about a day
00:47throwing something together to either
00:48learn something new or to test a
00:50mechanic for a new game idea that i had
00:52and if i could go back and give my past
00:54self some advice i would say that i
00:56should do less of these following
00:57through with projects was vital to my
00:59personal growth as a game developer and
01:01a lot of these little prototypes weren't
01:03super useful for me in the long run
01:10so here's a game where you're meant to
01:11drag your finger around on your phone
01:13and the player icon will follow it
01:15around the main mechanic here that i
01:17thought was cool is that you can't
01:18decide when to fire missiles at enemies
01:21your shots are on a timer so you need to
01:23try and point it directly at an enemy at
01:25the same time the shoot timer runs out
01:27it's actually pretty fun to play
01:29this one also had an interesting
01:31mechanic where the player has a light
01:33that acts as a shield around you which
01:35slowly diminishes over time
01:37enemies can't touch you while you're
01:38surrounded by light so the goal is to
01:40run around and find more boosters to
01:41replenish your light shield as the mob
01:43of enemies slowly grows bigger around
01:53this one i think might actually have
01:54potential if i ever decide to pick it up
01:56again the idea is that you can rotate
01:58these shooters before each new round
02:00starts then when the round starts you
02:02can just tap on the screen and they will
02:03shoot in whatever direction they're
02:05facing the goal is to hit all the
02:06falling targets before they can get to
02:08the bottom i think there's some good
02:10opportunity here for level design and
02:11clever ricocheting mechanics
02:14yeah this one wasn't super clever i just
02:17wanted to see if i could copy the main
02:18mechanic and overcooked where the
02:20players can run around pick up items and
02:22place them on different counters
02:31so this project was just getting my feet
02:32wet with vr i had access to an oculus
02:35quest so i wanted to see how i could use
02:37hand presence to pick up objects in a
02:39game and what the possibilities were
02:41with player size and kind of looking
02:43down at the level in a sort of giant
02:57have you guys seen my games
03:05this is the last of my day projects and
03:07this was kind of just a sandbox where i
03:08could mess around with animations
03:10movement ai some post-processing effects
03:13and stress testing a lot of objects
03:15colliding simultaneously basically i was
03:18just trying to test new tools within
03:19unity that i hadn't used before the
03:21result looked pretty good in my opinion
03:23but it wasn't really a game just kind of
03:25messing around okay so these next type
03:27of projects are a bit bigger than the
03:29last bunch they were some of the most
03:31fun that i've had doing game development
03:33and that's because i worked on them with
03:35a group of friends we never finished any
03:37of them but it was a fun way to learn
03:39together and to collaborate this first
03:41group project here was challenging
03:43because it was one of my very first
03:45games as a team we learned core game
03:48mechanics how to set up a game loop and
03:50how to deploy to mobile devices also how
03:52to develop basic art assets and a lot
03:54more it was basically just an endless
03:56runner where you can pick up power-ups
04:05so this project here was done in a 24
04:07hour hackathon and it was the first time
04:09i ever touched the unity game engine the
04:11learning curve was steep but we actually
04:13managed to implement the core gameplay
04:15we just used a free asset we found so it
04:18ended up as a game where two t-posing
04:20police officers would launch donuts at
04:22each other to try and knock each other
04:23off of their platforms a lot of laughs
04:25and fun memories with this one
04:28have you seen my game
04:32up next is a project we called abyss our
04:35goal is to make something similar to a
04:36slenderman game but instead of being in
04:39the woods you're underwater swimming
04:40around as a diver who is being hunted by
04:43a shark and instead of collecting notes
04:45you're collecting treasure chests but
04:46each time you collect a treasure chest
04:48you start losing more blood which
04:50attracts the shark to you this was an
04:51awesome project because we were able to
04:53work with more 3d models lighting and
04:55mood sound effects and i did a bunch of
04:57work on building a dynamic terrain
04:59generation system using purlin noise and
05:02again this one never saw the light of
05:03day but the time was well spent in my
05:05eyes alright so this group of games are
05:07the ones i'm most proud of because these
05:09games i decided to go the extra mile and
05:11give them just enough polish and put in
05:13the effort to release them to the public
05:15i figured out how to work with android
05:17and ios app stores how to display ads in
05:19my games set up in-app purchases do some
05:22marketing campaigns and i even worked
05:24with a couple mobile publishers so this
05:26game is nothing special but it was my
05:28first game i completed and published so
05:30it's near and dear to my heart my goal
05:32here was to create the absolute simplest
05:35game i could think of so i would have no
05:36excuses about finishing it and getting
05:38it on the app store all you do is tap on
05:40the screen and the ball will jump with
05:42each tap the goal is to avoid obstacles
05:44and climb to a certain height to beat
05:46each level i'm really glad i made the
05:47game so simple because going through the
05:49publishing process was a whole ordeal on
06:02uh good old tile cross this was one of
06:05my biggest leaps into legitimate game
06:06development i had an idea for a puzzle
06:08game and i wanted to make something
06:10appealing with a little extra polish the
06:12idea behind this game is that you're a
06:14cube that has to traverse across a level
06:15full of tiles and get to the beam of
06:17light at the end the catch is that all
06:19the tiles fall after you go across them
06:21and you need to eliminate all of the
06:23tiles before you can finish the level i
06:25had no 3d modeling or animation
06:27experience so i stuck with basic shapes
06:29i also didn't want players to run out of
06:31levels so i made them generate
06:32procedurally so each playthrough is
06:34different the levels get longer as you
06:36go on and you only get three lives
06:38before you have to start back at level
06:39one i made a logo some background music
06:42a menu with settings included
06:44advertisements and in-app purchases and
06:47i even made a gameplay trailer for it it
06:49wasn't a top notch production but i was
06:51proud that i was able to do all these
06:53things by myself and ship a full product
06:55to the app store after my previous
06:57mobile games i decided to do a little
06:59bit of market research to see what kind
07:01of games were currently appealing to
07:03people i looked at the top trending
07:04games on both android and ios and i came
07:07up with the idea for push pack the idea
07:09behind push pack is that you're hurting
07:11a group of balls along this path and
07:13trying to keep as many as you can from
07:15falling off the edge you need to get a
07:17certain percentage of them to the goal
07:18in order to move on to the next level
07:20and like my last game this game also has
07:22procedural level generation that gets
07:24harder with each additional level now
07:26this game didn't do as well as tilecross
07:28did and i think a big part of that is
07:30that people couldn't figure out how to
07:31control pushing the balls very easily i
07:33probably should have tweaked that and
07:35made it a bit more intuitive but for
07:37both this game and for tile cross i was
07:39able to work with publishers to run
07:41marketing campaigns to audiences on
07:43social media overall it was a great
07:45experience and i learned so much from
07:47releasing these games ah yes my game
07:49about tree people i'm not going to dive
07:51into this game because i actually made
07:53an entire video about how i made it in
07:5512 hours for a game jam so go check it
07:57out well unfortunately those are the
07:59only games that i've released the good
08:00news though is that i learned enough
08:02from these projects to get a full-time
08:04job as a game developer now these last
08:06couple of projects i'm going to show are
08:07still in progress i spent probably a few
08:10weeks on each of them and i may pick
08:12them up eventually but here's what i've
08:13got so far so this is kind of a 2d robin
08:16hood game you can click and drag to jump
08:18in a particular direction and when
08:20you're in midair you can click and drag
08:21it again to aim your bow and arrow my
08:23idea right now is for each level to have
08:25three bags of money hanging around and
08:27you have to sever the ropes holding them
08:29up in as few jumps and shots as possible
08:31i'm pretty excited about this game
08:33because it's already fun to play and i
08:34actually made all of the art for this
08:36game myself which is a new skill that i
08:50now if you can't tell this game draws a
08:52lot of inspiration from that old tanks
08:54mini-game that you could play on the wii
08:56i was thinking about how fun that game
08:58was and how a few extra mechanics could
09:00really make it into something special at
09:02the basic level you can move around in
09:04aim and when you fire a missile it will
09:06ricochet off of walls this is the
09:07project i'm currently pursuing to
09:09release eventually so you can wishlist
09:11it now on steam i'm currently in the
09:12process of making some enormous design
09:15changes so the gameplay will be a lot
09:17more strategic and engaging but i'll
09:19explain all of that in a future video so
09:21this game is also in the early
09:22prototyping phase but i think it has a
09:24lot of potential and i've had a ton of
09:26fun prototyping it the idea is that
09:28you're able to manipulate the ground
09:30around you in a similar fashion as what
09:31you would see in avatar the last
09:32airbender i've been messing around with
09:34different methods of manipulating meshes
09:36in unity and i think this game could be
09:38really fun if i put the time into it
09:39right now you can kind of just run
09:41around pick up and throw chunks of earth
09:43and also raise pieces of ground up
09:45underneath you i'm a bit nervous to dive
09:46full on into developing this further
09:48because i could easily see it taking a
09:50few years to complete oh yeah this
09:52project has been great for me so far
09:53because it allowed me to get introduced
09:55into the world of multiplayer mechanics
09:57i used the photon framework to set up
09:59some online sandbox levels to figure out
10:01how to get live players into the game
10:03then i started building out the actual
10:04game design the idea behind this was to
10:06build out a social deduction game
10:08similar to a 3d version of among us but
10:10with some fun twists but as you can see
10:13i didn't get very far with it so that's
10:15the list of game projects that i've
10:16worked on that ultimately led to me
10:18working full-time at a game studio part
10:20of that process was creating an online
10:22portfolio to show some of these projects
10:24and the kind of skills that they've
10:25taught me i hope this was helpful for
10:26some of you i know i was very interested
10:28in seeing how people progressed into
10:30becoming game developers so i'm just
10:32trying to make some videos that i would
10:33have wanted to see myself just a few
10:35years ago let me know what you guys
10:36thought of my projects and let me know
10:38if there's a project that you think i
10:39should be focusing on developing next
10:41subscribe if you want to keep up to date
10:43with what i'm working on and i'll see
10:44you guys in the next one have you seen