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GraPPLE pROTOTYPE

DESCRIPTION

This prototype First person grappling system was made to explore the viabilty of grappling in first person. I coded and designed the movement system, which uses physics for all aspects of movement, as well as the grapple. 

Prototypes

hORSE pROTOTYPE

DESCRIPTION

This project was to create a complex finite state machine A.I. Most horses behave like a vehicle in many games and the essence of riding a living animal is lost. With this A.I. I wanted the player to feel that the horse they were riding had a mind of its own and that they could rely on it to navigate simple obstacles without input, allowing the player to focus on and do other things while riding the horse.

sPOOK-EM!

DESCRIPTION

Spook-em is a game that was made in a group of 5 during a 5 day game jam, with the theme being trick. The game itself is a spin on tower defense, where the player is a ghost attempting to survive for as long as possible by setting traps throughout the house that they are haunting and luring unsuspecting teenagers and ghost busters to their doom.  My role on the project was primarily Game Design, but I also coded player movement and enemy spawning.

NOSTOS

DESCRIPTION

Nostos is the name of the game that I have been working on in my spare time. As it stands now I have mainly been exploring the viability of a new type of sword combat system for video games. I am seeing if the controls of a game like SKATE could and should be translated to a game that uses joystick gestural control to use a sword to fight enemies. I have created a document exploring the interface of the game and a prototype of the input system.

PRototype Input 
Documents

Playtest report

DESCRIPTION

   For this project a fellow student and I were asked to pair up and choose a game with a MetaCritic score of less than 56.

   We were then asked to imagine that the game had not been released and the publisher had wanted us to develop and run a playtest for a section of the game.    For this project my group member and I developed surveys for both before and after the test itself, planned and wrote a script for the playtest, found willing testers, ran and moderated the playtest itself, and then collated all of the data into a final report.

   The report consisted of our plans and objectives for this playtest, as well as data from the surveys, in game observations, and recommendations for how to improve the experience based on our observations.

ART and Animations

Art And Anims
Infinite Bar Fight
ICE WORLD
NINJA!
DESERT RACE
Modelling Assignment
ROBO GOLEM
H4N-S010
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