Tyare Daniels
Solo Projects
Fly-Bi
Project length: 2-3 Weeks
# of team members: only me
Role: Gameplay Designer/Programmer
Game description: I created this game for my game engines class final project. I was tasked with creating as much of the functionality from scratch. I opting to work in Unity to give me a foundation, however all of the scripts I used started from nothing. Fly-Bi is a side scrolling action game where you have to avoid brick walls in order to make it to the end.
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I implemented my own Quadtree Collision Detection
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I implemented my own Anti-Cheat Detection
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I implemented my own 9 Level Debugger
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I implemented my own physics and particle system
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I also implemented controller support
Group Projects
Love Is Brewing
Project length: 10 months
# of team members: 4
Role: Technical/Gameplay Designer, Programming Lead, QA and Animations
Game description: In Love is Brewing, view a fantastic world through the eyes of a potion master named Val. Return home to a town where everyone is human / mortal by day, and supernatural by night. Brew potions and contribute to a quirky, thriving town. Reconnect with Val’s old friends, make new ones, and perhaps with a little help (or meddling!) from a fairy godmother, kindle romance.
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I worked on most of our systems. EX: Inventory, Dialogue, etc
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I worked on the transition animations
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I worked on QA and Bug fixing
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I worked on feedback animations
Raycasting Engine
Project length: 1 month
# of team members: 2
Role: Gameplay Designer/Programmer
Game description: This was a group project for my game graphics and programming class, We developed a raycasting engine from scratch using C and SDL, inspired by Wolfenstein 3D, featuring 3D projection from 2D space with depth perception created using similar triangles.
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I worked on Raycasting for 3D Wall Projection
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I worked on Wall Textures and PNG work
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I worked on Sprite textures, Sprite wall interaction, Sprite ordering
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I worked on Refactoring & Bugfixing
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I made the Zipped Build & Souce Code
CatFishing
Project length: 3 Weeks
# of team members: 5
Role: Gameplay Programmer
Game description: This was a group project for my rapid prototyping class, we used Unity to create the game.
Cattery is a 2D casual fishing simulation game. In Cattery, the player will act as a diligent bakery fisher cat, play a minigame to catch different types of cookie fish, and earn cash by selling the cookie fish in the bakery. Players can use cash to upgrade their fishing rods, increasing the chances of catching rare cookie fish and triggering frenzy mode. Additionally, players can make in-game purchases to acquire boosts, which can make it easier to trigger frenzy mode. The end goal for players is to collect all types of cookie fish.
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I created the fishing mechanic; the tug of war mini game & the frenzy mode mini game
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I created an Item pool for the cookie fish where they had different drop rates
Untethered
Project length: 3 Weeks
# of team members: 5
Role: Gameplay Programmer
Game description: This was a group project for my rapid prototyping class, we used Unity to create the game.
Ascend through the clouds on a hot air balloon! This challenging 2D platformer will put your skills and patience to the test, while warming your heart with its adorable hand-crafted pixel aesthetic.
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I worked on the environmental effects/hazards like bouncing clouds, Icy clouds, moving clouds, and wind
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I worked on the movement mainly tweaking values to better player feel
Untitled Fish Game
Project length: 5 Months
# of team members: 4
Role: Gameplay Programmer, VFX/Shaders
Game description: This was a group project for my game processes class, we used Unity to create the game.
In this side-scrolling aquatic adventure, take on the role of a lone fish by directing it with just the mouse. Disaster has struck, and all of the inhabitants of the reef have scattered! To reunite the school, seek out lost fish wandering each level. Navigate the ocean together back to the safety of a coral reef. But be careful, the depths can be treacherous. There are many obstacles that may separate the school, leaving you all by yourself again.
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I worked on the player (fish) controller
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I created the water & caustics shaders as well as the god rays.
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I created a water trailing & splash effect when the fish breaches the water surface.
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I created a sprint/boost for the fish
Consumption
Project length: 3 Weeks
# of team members: 5
Role: Gameplay Programmer
Game description: This was a group project for my rapid prototyping class, we used Unity to create the game.
Consumption is a first-person horror game based on the theme of parasocial relationships formed with streamers while the platforms they're on promote pushing products onto their audience. Navigate through a maze-like school while trying to escape the cameraman trying to steal away your time and inundate you with advertisements. Try and escape the school while pressing the keys needed to close pop-ups.
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I created LOS vision for the enemy that produces camera shake that changes in intensity as it gets father/closer to you
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I created the player movement & a stamina bar that refills when not used; if used fully there’s a cooldown till you can use it again
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Created unlockable doors based on teammates keycard system
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Created the jump scare AD popups
Gunz Blazing
Project length: 3 Weeks
# of team members: 5
Role: Gameplay Programmer
Game description: This was a group project for my game processes class, we used Unity to create the game.
A real-time with pause (RTWP) tactical RPG set in a cyberpunk setting, inspired by the likes of XCOM and Pillars of Eternity. Command a squad of scrappy rebels in strategic, fast-paced firefights. Strategically position your fighters to minimize damage and create clear sightlines. Use all the weapons, unique abilities, and tactics at your disposal - because you’ll need it against the all-powerful armies of CyCorp.
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I refactored my stamina bar from previous project to use as an ablitity timer
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I implemented the raycasting hit detection as well as hit detection feedback