BIOWEAPON 101 is a 2D puzzle action game developed in Unity. It was developed for and submitted to the Pirate Software Game Jam 16. We placed 7th place out of approx. 1,700 games. Designing and developing a game with a unique visual style and a shocking twist was the main objective of this project.
With the theme of You are the Weapon, we took motif from agar.io to conceptualize a game where the player controls a dynamically dividing and merging virus. We then took inspiration from the manga series Ajin, to center the puzzle around the player's changing size and mobility as it divides and merges.
To bring life to the subject of bioweapons, we decided to adopt the unique look of a biology textbook. True to the concept, we made the entire game take place within a framed diagram. That is until the boss battle, where the frame is suddenly destroyed. Simultaneously, the genre shifts to bullet hell and the music intensifies to enforce the twist's shock.
SYNTAXE is a 2D action arcade game developed in Unity. It was developed for and submitted to the 1-Button Jam 2024. Designing and developing a game with simple controls but a great feel was the main objective of this project.
With the jam constraining controls to a single button, I conceptualized a physics-based gameplay that revolves around holding to charge and releasing to launch. With no inputs left for aiming, I decided to automate it with an eased acceleration—which became a difficulty factor. This gameplay was designed to make the most out of the concise control scheme. With the incorporation of physics, even the same input could branch into infinite possibilities; with the player in constant movement, the fast-paced gameplay would prevent the simple control scheme from causing boredom.
I connected the core concept to the themes of the jam which were dome, bug, and agreement. Dome was easy to implement as I could dome-shape the level—which in fact, would have been an appropriate decision regardless of theme, as it removes any hard corners that prevent characters from bouncing. Bug was what inspired me for the visual theme of the game. Interpreting bugs as software bugs, I made players defeat bugs with designs inspired by both real life and software bugs.
Agreement motivated me to apply a satirical, programmer-humor undertone to the game. The player would have to react to occasional company agreements, which in gameplay forces adapting to various playstyles.
To enforce a great feel to the gameplay, I meticulously designed an enemy-hit VFX via screen shake and post-processing. Moreover, I composed a strongly pulsating background theme and a UI that responds to such a pulse to complement the fast-paced gameplay.
DPOS(Digital Pit Orchestra Suite)is an extension library developed for Unity FMOD.
DPOS consists of ACG (Audio-controlled Gameplay) and VTB (Visual Transition Buffer). Both are tools that aid the use of adaptive music.
ACG causes functions to be invoked in Unity by adjusting parameters within FMOD (via Command Instruments). This empowers the audio to control the gameplay. ACG turns the classical concept of adaptive music, where gameplay controls audio, on its head.
VTB is a solution for the audio transition delay caused by quantized transition regions. It functions by applying an equivalent amount of delay to the gameplay (via mechanisms such as fade in/outs with dynamic lengths or time scale adjustment). This neutralizes the audio transition delay.
Ku’an is a 2.5D online co-op survival horror game developed in Unity.
Implementing multiplayer via the Photon Engine, creating captivating 2.5D visuals, and designing a unique yet intuitive UI were the main objectives of this project.
To a gameplay foundation proposed by Overcooked, I applied a theme of psychological horror. Moreover, Ku'an lets players tackle one issue with multiple solutions. However, each option differs in cost and success rate depending on the context. Forcing the players to weigh the odds among imminent danger, I aimed to enforce strategic entertainment.
The Fifteenth is a 2D side scrolling action RPG developed in Unity.
Designing and developing a dynamic equipment system and a background music-synced UI implemented via FMOD were the main objectives of this project.
Combat in this game is done via keyboard-based movement and radial mouse-based aiming and attacking. The equipment used in the attacks can be flexibly customized via the "Module Board". The Module Board is the equipment system of The Fifteenth, and it is divided into left/right hand (each assigned to left/right mouse click). Players can equip various weapons, armor, and auxiliary modules. With modules affecting each other, the game further broadens the possibilities of diverse builds.
A background music-synced UI is another important aspect of the game. To implement this, I developed a component that invokes a set function at the down or upbeat of the background music.
The Duntak! is a 2D rhythm game developed in Unity. It is playable on the desktop and web. The game has been developed for and submitted to the GMTK Game Jam 2024.
Designing a simple yet engaging rhythmic game gimmick, implementing a DAW-to-Unity pipeline for efficient chart production, and porting to HTML5 were the main objectives of this project.
With the theme of the game jam being "size," I conceptualized a rhythm game where the "note's size matters". Players must observe the size of the note to press either 1, 2, or 3 or more keys simultaneously. This concept reminded me of conga performance in real life, where various amounts of fingers are used. Thus, I based the visual concept of the game on congas.
I used the DryWetMIDI library to use MIDI data produced in Cubase within Unity for chart production. This pipeline let me compose and produce charts simultaneously, which made the workflow efficient.
Deadlocked is a 2.5D mystery visual novel developed in Unity.
Implementing Live2D character sprites, creatively using Yarn Spinner, and developing a tool that synchronizes the gameplay to the background music were the main objectives of this project.
I designed the gameplay with inspirations from the Danganronpa series and Diamond and The Sound of a Gunshot. Players are thrown into an intense real-time debate where they are forced to continuously choose the appropriate dialogue option. This system has been implemented by creatively bending and extending the functions provided by Yarn Spinner.
This project led to the development of ACG (Audio-controlled Gameplay). As shown in the Climax Demo, Deadlocked includes a sequence where text appears in sync to accents in the background music. Instead of implementing this sequence via a pre-rendered video, I developed a tool that lets Unity detect parameter changes in FMOD to invoke designated functions. This tool prevents developers from having to re-render videos any time there is a modification in the background music. Simply by adjusting the FMOD event, the gameplay can be fitted to the background music.
Damage Control is a 3D top-down deck-building action RPG developed in Unity.
Implementing a dynamic enemy AI system was the main objective of this project.
I designed and developed "Assembled FSM" for Damage Control. Through Assembled FSM, developers can combine various state implementations to create a complete FSM. Moreover, said combination can be simply performed via the inspector.
For example, two enemies may be needed where both melee-attack the player on aggro, but one standsby on idle while the other patrols. Assembled FSM can be used to create two FSMs with the same aggro implementation combined with different idle implementations.
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