Posts

Examples of Work During End of Year BA Group Project

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For the last three months of university I worked on Hiatus-Status, a turn-based first-person shooter developed by ten top-up students as an end of year group project. I created the map Shimmering Skyway for the game, alongside various other assets like blueprints, materials and particle effects. As pictured in the video embedded in the bottom of this post, I created the Firework, Aurora Boerealis, Smoke, Spawn Area, Bullet Trail, Bullet Explosion, Ambient Dust and Explosion particle effects in the game. There are various examples of level design theory applied within the level which I have researched in the previous years of my degree. For example, the game being a multiplayer game where you only have three seconds to move in one turn means it must have a good flow channel in order to succeed. Every single position on the entire map needs to possess multiple exits at any moment, or else it was found in testing players would feel too enclosed and trapped with a lack of...

Volunteer Work for Bognor Foodbank

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In December and March I did volunteer work for Bognor Foodbank, asking for donations outside Tesco in Bognor Regis to give food to the less fortunate. ·         Improves my public speaking and communication skills ·         Evidence of a strong work ethic to help others in crisis ·         Real world experience of working in a team as a unit ·         Learning to compromise and negotiate with people you don’t get on with ·         Shows adaptability with willingness to work in any environment

Shadow of the Colossus PS4 Review

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Originally published 28 th Febuary 2018 Something that which very much be described as a ‘love it or hate it’ piece of media, Shadow of the Colossus (SotC) can be summed up wholly as art in the format of a video game. You play as a guy who brings a dead female companion to an altar, tasked with the job of killing 16 ‘Colossi’ spread across the land to revive her back to life… And that’s it, the game focuses tremendously on this minimalist approach. You down one target, travel back to the central temple, and move on to kill the next beast. The ingenuity of SotC is that this minimal aesthetic encompasses the entire game’s design. Ss you wander through the vast empty fields, soaking in the beautiful atmosphere travelling to your next target. There are no enemy mooks to fight, no friendly travellers to encounter, just you and your horse wandering through the wilderness for a good ten to fifteen minutes or so between each encounter. These long travel times between boss fight...

Monster Hunter World Review- a true joy which avoids modern industry practices

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Originally published 29 th January 2018 In a current gaming industry that is filled to the brim with shady moneymaking methods, it’s truly a breath of fresh air to see a AAA game like Monster Hunter World strut onto the scene that doesn’t include loot boxes, preorder bonuses, day 1 paid DLC, season passes, and all those other laundering techniques plaguing the industry right now. A game you can simply buy outright, pop into your PS4 and enjoy dozens of hours of entertainment for your upfront payment. The game concepts and mechanics of Monster Hunter World are deep and intricate, without every feeling overwhelming or frustrating. You can choose from one of 14 weapon types to suit your playstyle, and embark on quests with your trusty cat companion to hunt down and eliminate fearsome monsters causing chaos for the local villages and its inhabitants. The variety of enemies you fight throughout the story is wonderful, starting you off hunting fairly simple fat dinosaurs with dread...

Abyssal Axolotl Review- the Dark Souls of the Collectathon genre?

Originally published  17 th November 2017 A fundamentally mixed game containing a blend of cute touches and details; with frustratingly tedious gameplay. If Abyssal Axolotl has one first for gaming, it’s the first video game I’ve ever played which has singlehandedly given me carpel tunnel. My doctor’s appointment is next week. The objective and controls of Abyssal Axolotl are simple. You swim around in a graphically gorgeous underwater environment (thanks to the power of Unreal Engine 4) from a top-down perspective, collecting a certain quantity of glowing eggs which illuminate through the darkness of the water’s depths. However, the game’s week long development cycle is incredibly evident in areas, considering slippery movement are the only controls the game seems to represent. As long as you meet your egg quota before the time limit ends, you’re free to proceed to the next stage and purchase upgrades from the in-game store between rounds. The gameplay cycle of move,...