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FeverDream3.PNG

Survivors-like game created in a custom C engine - 4 person team

Fever Dream

Contributions:

Enemy Behaviors

  • Designed 3 different enemy types, giving players more challenges while traversing levels.

  • Created behavior trees for each enemy, letting player discover enemy types and how to engage areas​

Level Design

  • ​Starting tutorial area gives player time to understand player mechanics such as wall jump and rail grinding.

  • 3 tutorial areas and 3 major areas for testing player mechanics, testing player mastery.

  • Final area where player uses all mechanics
  • Fast-speed airborne climax​, signifying end of game.

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Contributions:

  • OpenGL utilizing GLFW

  • Component Manager utilized by objects ie Renderer, Sprites, Physics, Mesh, etc for game objects

  • Particle Emitter

  • Random enemy spawn locations

  • Transition Scenes

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Contributions:

  • Designed and implemented player controls

  • Developed multiple enemy types with unique behavior patterns, creating a more dynamic engagement for players

  • Created engaging boss encounters with custom abilities designed to challenge players’ deck builds and planning.

Gambler's Fallacy

Fast-paced 3D platformer made in Unreal - 9 person team

Chemical Overdrive

ChemicalOverdrive.PNG

2.5D Rogue-like made in Unity (Current Project) - 9 person team

Team Projects

Solo Projects

Gunship.PNG

Top-down spaceship shooter game created in Unity

Gunship

Contributions:

  • Created 3 different ships with varying stats/attacks
  • Created drone ships that would home in on a dot that would move around the map

  • Camera fixed on a map, and zooms in/out depending on player speed

  • Created boss with 4 different components and varying abilities​

  • Enemy spawn timer based on amount of enemies in play

  • Slow-mode and fire particles when ship low on health

  • Text that all relayed different information via scaling, fading, moving, etc.

  • Player ships have Auto-mode behavior

  • Collected telemetry data on ship speed/acceleration and deaths

Card game with some poker rules created in Unity

Poker-like

Poker.PNG

Contributions:

  • Game utilized some poker rules such as Pair, Three of a Kind, Four of a Kind, Straight
  • Implemented object movement on the table which made objects faster/slower in certain points of time in overall movement for a more lively feel
  • Menu buttons all had different transform effects
  • AI Player behaviors varied in how they played, challenging the player differently.
  • Chips would position around certain points, give more realistic feel of pilling/stacking chips.
  • Collected telemetry data on player hands, chips, and wins/losses in each round; Used to balance different AI behaviors changing how player thinks to play against each character.

Small Rogue-like PCG game made in Unity

Rogue-like PCG

PCG.PNG

Contributions:

  • Consists of three "Biomes" which all utilized different rooms and corridors to create a level. Adds dynamic feel as players traverse areas.
  • Each tile in a corridor had a chance of adding an enemy for specific biome, creating dynamic environments for engagement.
  • Each room created an enemy encounter with options from a list of enemy types and power-ups, challenging players with risk vs reward. 

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  • Dead-ends would have a chance of creating player power-ups, incentivizing exploration.
  • Enemies scaled in difficulty in higher tiered biomes, giving player a sense of progression and challenge.
  • Created boss which utilized multiple attacks, keeping player engaged and wary.

Simple walking-sim made in Unity

The Trials

TheTrialsWalkingSim.PNG

Contributions:

  • Utilized trigger-boxes to create cinematic viewing angles, adding to sense of exploration
  • Areas utilized forms of guidance to lead player in correct directions, helping prevent players feeling lost without compromising immersion.
  • Created mountainous background for adding level depth and closer objects to create fuller level experience
GamblersFallacy.PNG

    Hello! My name is Chris Phillips and I am a Gameplay Programmer/Software Engineer with experience in Level Design, Enemy Behaviors, and QA. Take a look below to explore my portfolio work.

© 2024 by Chris Phillips. Powered and secured by Wix

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