Thursday, April 26, 2018

Commercial for a level that i made for a battle combat game Shootout. The goal of the commercial was to use a combination of cinematic cameras and gameplay footage to create  an appealing commercial of the game level. The music was chosen using killertracks and voice over were done by me. Also, i had to do the simple logo for my level, which is the last part of the video, it shows the name of the game and level.

Monday, April 16, 2018



Rough plan for the game commercial. I am planning to start with the environment shots so that the player has a better understanding of the setting, and move on to the gameplay footage. I am thinking about dynamic music for the commercial, because i will have a lot of explosion and destruction in the commercial.

Friday, April 13, 2018

As the final assignment for my Programming class i have to do the boss fight for my adventure game that i did earlier. To start with i have to research and analyze the technical aspect of classic adventure game boss battle.

Visual reference of the World of Warcraft characters N'Zoth and Yogg-Saron.




The video that i found on the Youtube that i used to look at some boss mechanic that i am interested in.

Our boss fight will be a few phased boss fight, i am planning to do 3 stages.

The Horsehead boss mechanics where a player has to hit an run is what i want to do for my first stage, i am thinking about an objective where a player has to weaken the demonic creature by destroying it's tentacles, i am going to use the same mechanics as a Spiky block ( when a player comes close enough a tentacle will slash the grounds doing AOE damage in the area), i am also inspired by Illaio's Q ability from League of Legends by Riot Games.
The Barba gameplay  helped to figure our how i want to have a tentacle from the ground mechanics to work.
I liked The thunderbird mechanics where the projectiles are falling on the character in the random patters, i think is it a crucial boss fight mechanics that i should have. However, it should be horizontal not vertical. I am thinking implementing this mechanics when the characters achieves something, for example destroying a tentacle. Also, i am thinking about making a boss invulnerable when the projectiles are cast in the early stages, when the battle progresses more projectiles are spawn and more frequent.

Velkoz from League of Legends by Riot Games as a main reference for projectiles.

Star Guarding Syndra sin from league of Legends by Riot Games.
I like the idea how the character throws little creatures at enemies, and also when the character unleashes the barrage of orbs at the enemy. I want to have the stage of the boss fight where the boss will spawn enemies in the same manner, and also he will spawn orbs and if they are not destroyed by the player in the certain amount of time, they will attack the player, or if the number of spheres will get to 5 for example, the boss will launch the projectiles.

I am also thinking about implementing shield/health pick ups for the boss battle, in a way that when the boss used an ability or after he uses an ability that is beneficial for the player.

For one of my stages of the boss fight the player will be forced to enter the shadow realm ( one of the game mechanics that i have in my adventure game), where he will have to fight enemies and when the mission accomplished, the player can leave the shadow realm and continue fighting the boss.


Wednesday, April 11, 2018


Game play of the final version of my level for the Combat Vehicle game. This project was fun, but it had a lot of challenges that wasn't easy to overcome.
The USP of my level is the Dam that can be destroyed, which leads to water rise that opens a route to the island from where the bomb can be launched, with every launch more bombs are spawned.

Screenshots of the environment: