Easy Object Replacement (Unity Asset Store)

Easily Mass Replace or Add Prefabs to the Scene in place of others. Maintain the Position, Rotation and Parents of the GameObjects selected to replace. Apply optional custom Scaling for the replacement instances. Do the Position or Rotation of the replacement object not match those in the scene? Add World Space Offsets to both Position and Rotation to get things just right. Use the Add function to add as many instances as you need, each instance will be offset from the position and rotation of the last.

Available for Purchase on the Unity Asset Store!

Mage Rage (Game) – University Assignment

Mage Rage Logo created by Ashleigh Barrett, Team Stallion Logo created by Tylah Heil.

Over the past 15 weeks I have been working along with three others on our final Game Project for our Degree. Throughout this Project I have worked on Level Art, Gameplay and Technical Programming, Audio Mixing, and recorded various dialogue for different characters.

Mage Rage is a First Person Puzzle Platformer set in a world of magic and mystery, where not even the fourth wall can protect you from the alcohol infused shenanigans of the College of Sandy-Crack and its intoxicated inhabitants.

A Gameplay Trailer and Screenshots can be found on the Team Stallion Facebook Page.

Mage Rage is available on Windows, Mac, and Linux, and it can be downloaded from here.

Awards:

I was also nominated, and won the award for ‘Most Outstanding Gameplay Achievement’ for our Year Group at an awards ceremony held after our Demo Evening on the 25th of November 2013.

Additional Credits:

Ashleigh BarrettĀ (Portfolio Link TBA)

Nathan JensenĀ (Portfolio Link TBA)

Tim Horvat (Portfolio Link)

Nuclear Bug Stomper (Game) – University Assignment

NBS_BannerNuclear Bug Stomper is a simple side scroller/platformer built in Flash using source code for what was a basic Super Mario Bros clone supplied to my class by our lecturer. The prototype for the game, including code and art was created by me using theĀ aforementioned source code, however, for the final assignment we had to work in pairs of two and take one of our concepts (which ended up being mine) to the next level.

At that stage I was responsible for the Programming side of things, I had already prototyped a lot of the game mechanics which included the addition of the shooting mechanic, however collisions for projectiles didn’t work in the earlier build, so that was really the major element that I had to fix along with the construction of a simple reactive AI which had several elements of customisation (including: maximum health, passive/aggressive reactiveness, and patrol waypoints).

My partner for the assignment, Beth Thomas, was responsible for creating and adding additional art to the game while maintaing the already established Art style. She managed to create enough graphics to build a second level, and was responsible for the artwork of the entire second level, and the elevator at the end of the first level.

The source code for this assignment wasn’t without it’s bugs (though minor ones), one of which caused the player character to be launched across the screen at high velocities as though it were a bullet, thus breaking the game. I did however manage to isolate and amend the issue before we submitted our final build.

Nuclear Bug Stomper can be played here.

Programming by Tylah Heil.
Artwork by Beth Thomas & Tylah Heil.
Music by Kevin MacLeod (http://www.incompetech.com/).