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Projects

BoxBox
BoxBox was a personal project that spanned around 2 years (from conception of idea to final product). It is essentially a... semi-successful digital version of a board game I created. A brief summary of the rules for this would be: 2 players compete around the inside of a cube, trying to push their opponent's counters back onto their side of the cube.
The end product is mostly functional, if a little messy; it also includes a portion of a city that I blocked out for fun.

You can access the game here: https://frameself.itch.io/boxbox-game
(Download via browser to unzip folder).

The board actually works (barring a couple of rules) if you enter the 'Multiplayer' portion.
This is the only solo project I have published, it also happens to be the most complete; I am proud of what I accomplished with it - it was an exercise in broadening my understanding of the collaborative aspects of creativity, despite my being the only contributor. I produced all art assets, including textures which were applied onto a whitebox, and all programming to ensure adequate functionality.
Virtual Gallery
A WIP Project building/curating an abandoned Virtual Gallery, set in a network of sea caves, exposed in-part to the elements.

I'm still in the process of creating the spaces and finding artists to show work in them; as artists get on board, I will be creating a number of new spaces to accommodate their needs.
Procedural World
This was an incomplete project - intended to be a complete top down brawler, with the player using a unique move set to traverse a constantly generating world; the sphere of tiles around the player would refresh every time they move.

It basically works by placing the tiles outward in a spiral, checking the borders of existing tiles to see what it should place next.
I learnt a great deal about procedural coding from this experience, including enough options to allow experimentation and then maintaining the patience to see this iteration through. I'd love to be able to make it into a finished game sometime.

It mostly worked :) But, is an example of the most complex coding I've attempted thus far.


 
Grabbit! (Game Jam Project)
Created during a 48-hour game jam I participated in. This was a lot of fun, particularly the idea-pitching stage which, we all got a bit carried away with:)

I was responsible primarily for systems design on this project and though the game isn't really finished, I thoroughly enjoyed the experience of rapid-fire-designing whilst meeting new people.

Grabbit can be downloaded here: https://cassycornish.itch.io/grabbit
Cloud Hunters (Final Year Team Project
Godsoul (Team Project)
Cloud Hunters is a 3rd year XR project, for which I am the Lead Level Designer. As such, I am responsible for laying out and building all city spaces, in addition to ensuring environments are able to clearly understood, and worked on by our environment artists.

The game has an action-adventure focus, with the player's goal being to explore a post-utopian, brutalist city - bouncing a Frisbee-like disc off of surfaces to fight swarms of drones.
Due to this focus on bouncing off of walls, the geometry of most spaces needed to be very deliberate - with lots of tight passageways the player could lead drones into to most effectively fight them.

As we've progressed throughout these past months, I've had to make a number of compromises: working with our artists to design a set of modular pieces to streamline our workflow (from my typically probuilder-based strategy) and then implementing these into my designs; as well as handing smaller tasks over to other designers with less experience in Level Design, which has taught me a great deal about the most important points of communication when working within a team of designers.


Cloud Hunters was recently completed, play it here: https://lucky-8-studio.itch.io/cloud-hunters








 
Godsoul was the name of the finished game I worked on during the 2021-22 academic year.
An initial idea I pitched, that we then briefly prototyped was for a parkour/endless runner hybrid, in which the player would be chased through these vast, dense urban spaces by... *something* :) It was an interesting challenge to try and create a space the player would be able to instinctively navigate while in a panic. My only real goal in the 'Junkyard' scene was to provide lots of 'soft dead-ends' which would cause the player to have to reroute, but not leave them dead-to-rights.


The final idea was for a deck-builder, as the Level Designer, my focus was on the Overworld, which the player would navigate between encounters. I wanted to create a space that would feed into the combat, giving it weight; hence the many alternative, branching/looping paths in these examples - intended to give the player a feeling of exploration/choice. I pitched a 'card-sacrifice' mechanic early on, wherein the player could decide to discard cards from their deck to build permanent bridges, creating shortcuts.

Our workflow on this project was... Frankly, a mess, so much of the blocking out I did, didn't make it into the final product. I learnt a huge deal about communication as a designer, whilst working on Godsoul ':).

Godsoul can be downloaded here: https://godsoul-guy.itch.io/godsoul

 
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