Projects
BoxBox
The functional board used to play the game, seen in-engine.
The game's title screen.
A view of the city within which part of the game is set - all of this built in Probuilder.
The functional board used to play the game, seen in-engine.
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
Most up-to-date version of the terrain generation (with bonus lag!)
An early iteration of the generation. Edges match up a lot less frequently, and tiles are repeated often.
Most up-to-date version of the terrain generation (with bonus lag!)
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)
Grabbit's Splash Art
Grabbit's Splash Art
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
Shot of a (mostly) finished section of the city
Modular Apartments - stacking example.
Godsoul (Team Project)
A junkyard prototype space to test out the parkour idea. I really liked the idea of the old factory infrastructure, covered in these steep slopes of trash, with the current inhabitants trying to survive in this mess. The lower space was later filled with piecemeal obstacles the player would have to weave between.
View of the slums portion of the junkyard. The dark grey portions are old infrastructure from before it became a dumping ground, the white are garbage, the red are the newest structures.
Topographical Blockout of a Marshland area - this one wasn't completed for the game but (imo) featured some promising pathing/potential for interesting encounters.
A junkyard prototype space to test out the parkour idea. I really liked the idea of the old factory infrastructure, covered in these steep slopes of trash, with the current inhabitants trying to survive in this mess. The lower space was later filled with piecemeal obstacles the player would have to weave between.