Alexander Massart
Systems Designer
When Wardens Fall
Scripting
Game Design
Systems Design
Level Design
When Wardens Fall is a VR game available on Steam, which brings Dark Fantasy to the VR platform. I designed the modular alchemy system which allows players to mix and match ingredients to create their desire alchemical effect. I also designed the melee damage system which allows players to experience the same impact in VR as they would in non-VR games. In addition I was responsible for designing the Levels featured in the procedural dungeons as well as the large Camp area that acts as the player hub.
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Modular Crafting System
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Level Design
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Damage System
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Weapon Balancing
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Developed Using Unreal Engine 4
Combaticon
Game Design
Scripting
Systems Design
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Beat Em' Up Player Character
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Multiple Modular AI
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Animation Blending and Events
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Developed Using Unreal Engine 4
In year 4, Sheridan requires game design students to make a vertical slice of a game in 8 months. My group created Comabticon. My primary responsible for Combaticon was to handle all of the programming. Through this project I gained experience with animation events and AI. Lastly, I designed the dodge mechanic and impact system for the game.
Crystal's Coffee
Game Design
Coding
Crystal’s Coffee was a personal project I worked on other members of the Sheridan game design program. I was responsible for programming and AI Design for the game. This game was my first endeavour at AI in a Unity game that did not use grid based navigation.
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Player Controller
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AI Design and Implementation
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Developed Using Unity