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GAME PORTFOLIO

THE INNERBLAZE

Genre: Platform Fighter

Development Period: 10 weeks

Role: Sole Developer

Technologies: Unity, Adobe Fuse, Autodesk Maya

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This game was created as a Capstone project for college. This was the first time I delved into the entire game dev process, from concept and design all the way up to QA and maintenance. The fighter's actions are controlled with an animation-based state machine, divided by controllable and sub-controllable states. This project will definitely see future work, so stay tuned!

GOOPIN' AROUND

Genre: Short session, music

Development Period: 1 week

Role: Sole Developer

Technologies: Unity

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Goopin' Around was made as a Game of the Week, and I wanted to tackle some challenge I had never done before. I decided on a slime that coats the ground he slides over, and the total ground covered would determine your final score. I eventually discovered and implemented a method of dynamic terrain painting to mark the ground you passed. It went well received by the other students.

PROJECT LDVR

Genre: Exploration

Development Period: 3 weeks

Role: Lead Gameplay Developer

Technologies: Unity, Android, Google Cardboard

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LDVR stands for "Level Design and Virtual Reality." My partner and I had, at the time, never delved into either of those things, and we wanted to take a chance. We elected to make a simple exploration / immersion game to be explored on an Android phone via Google Cardboard. The project was extremely challenging, but good teamwork allowed us to produce an immersive, interesting game world.

BEAT RUSH

Genre: Rhythm, Bullet-hell

Development Period: 5 weeks

Role: Project Lead / Lead Gameplay Developer

Technologies: Unity, Android, Wwise

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For Beat Rush, our goal was to create a game using emerging software, and to be more familiar with something we were not. We decided to make a bullet-hell Android game. However, for the extra flair and experience, we also decide to affect the rate of enemy spawns based on the music. To do this, we integrated Wwise for Unity. The end result was a satisfyingly hard audio-visual experience.

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