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Project Barnacle

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Elevator Pitch
Project barnacle is a single-player experience. Marooned on an island with only a pistol and lantern you must find the rest of your belongings and defeat a hoard of skeletons to open a door, leading further into the island. Uncover the mysteries as to how you were shipwrecked. 

 

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My first steps towards becoming a professional designer. 

Having absolutely no experience in games development prior to being accepted at Falmouth University I was nervous, to say the least, but driven by passion. 

Thankfully, for my first game jam, I was placed in an outstanding team who I shared my passion with.

 

 Utilizing 19 years of gaming experience, I was in charge of the level design and rules of play. Over the course of two weeks, we were able to develop this small game for our creativity cards challenge. 

 

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Level Design.

The theme for our game jam was the coast. As a team, we agreed on a pirate fantasy setting. 

Inspired by Gullivers travels I thought it best the player be washed up on an enclosed beach, with the first priority task of finding their lost items.

The beach was designed in the fashion of a horseshoe. 
 

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A single-page document was created for the map, rules and objectives.
Concepting soon turned into block-outs. 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

In the final days of production, art assets and animation began to conflict.

After arduous work from our programmer, most issues were fixed in the final 24 hours and our game looked amazing thanks to his efforts.



 
 

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Reflection

Though it is a primitive FPS, I am very proud of this game. In a short time, we were able to create a fully fleshed-out experience.

 

I feel that if the combat was expanded on, and a more elaborate AI system was implemented, the game could provide a much-needed experience in the subgenre of fantasy. 

While working on the game, I began to learn the constraints of development and number of systems involved in bringing a game to life; sound, lighting, shaders, physics and much, much more. I also learnt that coding was the lifeblood of any game and that I would need to expand my skills to work in-engine and engage in problem-solving.

As my first insight into game development, it only solidified my convictions that games design is what I want to do with my life. 
 

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