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inVadeRs

VR Title for VIVE / Steam

This project was completed over eight short weeks.  Five and a half of which was actual development time and the others being conceptualization, pitching and reports.

The game itself is around 5 minutes in duration, but can be played multiple times and under different conditions such as difficulty settings.  It was designed this way as it is meant to be shown off at a developer show in late May 2019, with each player taking a maximum of 5 minutes before passing onto someone else.

An in-depth insight into the game and considerations for VR follows on the projects personal page.

March 2019

The Three Laws

2.5D Cyberpunk Metroidvania Game

This project was undertaken at the University Of Bolton over two semesters, however one semester was planning and second semester was the actual production work.  The team consisted of four members initially but dropped to two members due to two members not doing any work.

This led to Alex Morris doing 90% of the mechanics with myself tackling every other aspect of development.  My key roles being the level design, narrative work, 3D modelling and texturing among others.

There is also a download of a full write up (dissertation piece) of the work at the bottom of the project page.

April 2018

Asteria

Modular Kit

The goal of this project was to produce a piece of work to showcase abilities students have within the game design field as part of our course.  I decided to improve my own skills with modelling and UV production showcasing off my weakest aspect in such a way that it is of game industry standard.  The piece designed also shows off level design aspects and sound production, however in a minimal way as to not supersede the goal of 3D modelling being the key aspect of this project.  

April 2017

Nekheb Dig

Egyptian Temple

After a few years of uni work mainly consisting of Sci-fi work by myself, I decided to work on a more natural setting for a piece of 3D modelling work.  I wanted a place which would be secluded from the rest of the world, allowing a focus on one scene.  One area that has always fascinated me was Egyptian temples.  So I set out to produce an Egyptian-like temple in a desert setting.

December 2017

Majam Uha

Sci-Fi Corridor

The brief was to produce a modular corridor environment based on the theme of science-fiction.  With key production being in Maya and then transposed to Unreal Engine 4.  The brief also noted that the level must be textured, lit and make use of PBR materials. 

April 2016

Arruca Village

Playable Map - FarCry4

Arruca Village is a map built with the FarCry4 editor.  The goal was to create a secluded open world experience which looked natural and believable while offering a fun experience which is enjoyable to different types of players.

December 2014

H4X0R

Tower Defence - Playable

The brief for this project was to build a 3D first person shooter in 8 weeks, while learning the engine for the first time (Unity).  The end product was to contain camera swapping mechanics, enemy targets which moved, conditional based logic and basic menus.  

December 2016

Valkyrie - Saga Of The Fallen

Narrative Design

This assignment given was to produce a narrative document for a game which was to look into an aspect of history and extrapolate upon it, with a key focus being on finding an aspect of history overlooked by many in the public.

December 2016

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©2017 by James Tyler - Thanatos Productions

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