Who am I?

A retired biology student, now a prospective game developer/designer.

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Playable experience made from throwing myself into Unity to familiarize myself with its functions and systems.
Role: Sole-Developer
Title Screen music by @Magdacat.

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SYNOPSIS

A Unity combat micro-prototype where Jane Doe, a 50-year-old metalhead, climbs the Mountain of Death to save her kidnapped fiancé, the Grim Reaper. This prototype tests a three-click combat loop inspired from my larger narrative and GDD.

CONCEPT ART

VISION BOARD

PLANNING

PROGRESS

Sprite Sheet and Hit Box

Hit Response Iteration: Animations + Hitbox Trigger

Player Feedback (Camera Shake, Health Bar and Reduction)

Player Feedback Test: Health Bar System + Camera Shake

Gameplay Loop Instilled

Gameplay Loop: UI + Death Sprite + End Screen

REFLECTION

Tutorials were invaluable throughout development but were time intensive. Because of my toolset and experience level at the time, I needed to be realistic with myself to avoid over scaling the project. Moving forward, I would prioritize building the core mechanics first using placeholders before committing to visuals.

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Visual Novel for horror game jam on itch.io. Made within two weeks and will be further advanced in the future. Placed #9 out of 114 entries.
Role: Game Director, Producer, Level Designer, and Programmer
Visuals + writing by Arianna Calderon.

PROGRESS

Video

Early Systems Pass: Dialogue + Scene Transitions + UI

Sprite Sheet and Hit Box

Mechanics Prototype: Mini-game

Gameplay by ManlyBadAssHero

Visual Pass: Backgrounds + Placeholder Animations

SYNOPSIS

Fish Market is a visual novel about a burnt-out fish butcher trapped in the monotony of a rundown seafood market. A splitting headache triggers unsettling hallucinations as you cycle through filleting fish, serving hostile customers, and trying to stay grounded. Four endings explore different emotional responses to burnout and dissociation as the line between routine and reality begins to break.
This game was created to capture the anxieties, burnout, and emotional strain of the working-class within today's job culture.

PLANNING