Glenn Smits
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Summary

This is a summary of a few seperate game mechanics prototyped that were either used in smaller school projects or done completely seperately
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Minion and Platforms

This mechanic was used in my school project Occlusion. This project practiced us in single player puzzle design. The puzzle stages at which the player learns the minion throw is as follows:
Novice - awareness of Minion mechanic, open simple door (skillgated)
Intermediate - throw Minion ball through specific holes, introduction of platform-moving minigame
Advanced / Left Field - multiple points to access moving platforms, multiple steps to move platforms
Mastery - increase amount of playform moving steps, combined with other game mechanics (turrets)
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Exploding Enemy

Practicing with Unreal AI, I figured it would be interesting to have enemies be both a threat and a tool. These enemies run towards the player and explode. The explosion can be used to break pieces of walls and progress the game.
Novice - awareness of enemy, first showed behind glass before chasing player
Intermediate - sequence of various enemies
Advanced / Left Field - explosion can be used to break walls
Mastery - multiple enemies at a time, combined with other in-game mechanics

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Feedback in-game includes audio and light emitters for 3 states: patrolling, chasing, and ready to explode.

Echolocation

For a VR Game Jam, we had the idea of using echolocation. The player is completely blind unless they make some sort of noise, after which a soundwave will visualize the surrounding area.
The prototype was made using shaders and C# in Unity.
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Various

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  • Home
  • Projects
    • Age of Wonders: Planetfall
    • The Survivors
    • The Key Tax
    • Stone Wing
    • Gavrilov's Appliances
    • Slush Rush
  • Others
    • Motion Capture
    • Prototyping
  • About