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Global Game Jam 2019 (GGJ 2019)

GGJ.jpg

When?

January 2019

Description:

Summary of the experience I had on my first Global Game Jam that was held at Facebook Singapore!

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Research and Development

Now that my studies are over, I had the opportunity to take part in GJJ 2019 together with my colleagues from Battlebrew Productions and a few others (Bunch of awesome peeps!). The theme for this year was "What home means to you". With that said click on the picture to find out what was my role, experience and what we were able to make during this year's GGJ!

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When?

2018 - Present (On Going)

Description:

Now that I am done with school and have graduated from Singapore Polytechnic. I use my free time to do personal projects.

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This project aims at making assets that are more refined and have that "feel good" aspect so that it can help better showcase my design and programming knowledge that I have acquired over the years. It is also to allow me to experiment what works and what doesn't allowing me to better understand what is a good design and what is a good way to approach it for the programming aspect. Feel free to click on the picture to find out more information as I will be covering on how I did it and why I did it things in a certain manner

Rigidbody vs Character Controller

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Description:

Having found out and made scripts for character movement using both rigidbody and character controller, I have decided to do research and demonstrations on the difference between them.

Included in this are the differences between using rigidbody and character controller through explanation and video demonstration on how they react in different setups.

Consternation

When?

2017-2018 (1 semester)

Description:

Consternation is a first person shooter / horror game where you play as a little girl named Andria. Your objective in the game is to get out of the facility alive while fighting or avoiding the monsters who resides in the facility.

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This project is made as our Final Year Project (FYP) and was slightly different for me as it is the first project where I was strictly a programmer. While I was still a producer, I did not have to lead the project as much compared to the previous projects as the art and design directs themselves towards the completion of the game and I basically just helped to schedule and keep things in check.  As for my programming experience, feel free to click on the picture for more information.

Overwatch design analysis

When?

July 2018

Description:

Here I will be doing an analysis on the state of overwatch as of July 2018 and a breakdown of certain design elements which lead to the the way overwatch is as of now.

Click on the picture for the analysis!

Having played Overwatch professionally and having played it since Oct 2016 (Season 2 of Competitive), I have decided to give a design analysis and review of the state of overwatch and how it happens through the use of my design knowledge and discussions I have with other professional players as well

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Note: Professional means those who are currently playing in a team and takes part in various tournaments both from Singapore and other countries. 

Kind Deeds

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When?

2016 (1st Semester)

Description:

Kind Deeds is Minigame based RPG game which have pixel art style graphics. The game was made for our client, The Singapore Kindness Movement, to spread awareness of their theme for the year "Kindness it's up to us".  

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The game was done in flash and the art assets were created in Photoshop

When working on the project, I had the idea of making the game story based so as to help get their message, "Kindness it's up to us", better to the players. We've also designed it in a way so that the player will feel more attached to the game by making the environment of a typical Singaporean neighbourhood. From there we have decided to make a game mechanics in a way that their actions in the game will affect the game outcome (similar to real life scenarios). By doing that we hope to get the message across that though it may not be apparent to you, what you do does affect and help the other party. 

Pewpew A-maze-ing Game

When?

2016 (1st Semester)

Description:

A first person shooter game where the objective is to get to the centre of the maze before your opponent does. Along the way you will encounter obstacles such as zombies which will destroy you but also have a chance of finding power ups along the way to help you out.

Small graded pair project so as to ensure that we knew basic concepts of what we have learn that semester such as raycast, Navmesh, particle effect and such in the unity engine. The scripts were written in Javascript while the textures were created in photoshop.

Recharge

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When?

2015 (2nd Semester)

Description:

Recharge is a simple 2 - 4 player card game for ages 12 and up. The game is based off the idea and the feeling of anxiety when your phone battery running out (Which many people face).  The objective is simple, try to outlast your friend's "battery life" and you win the game!

3D Modelling experiences

When?

Over the course of 2 years

Description:

Throughout 2 years of studies, I have learnt how to and have modeled several different objects for our submissions. We mainly use 3DS Max to model our objects and also to do animations.

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In this picture you will see a weapon named "Excalibur" from an anime titled "Fate Stay Night" which I have modeled for one of the modelling assignment given to us for one of our module. Click on the picture to see the other models which I have made and the process of making it.

Bioshock Level Analysis

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Description:

Here, I will be doing a Level Analysis of a popular game, Bioshock. 

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Though its an old game, the level design in the game have been thought of very carefully and is something that many game designers can learn from.

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Methods such as framing and lighting is strongly and efficiently use to help the level feel very intuitive and natural, allowing the player to have a pleasant gaming experience.

The Plan

Description:

A small design project that is aimed at using real life locations to be used as reference to make level design which can be used in games. 

Click on the picture for more information!

© 2016 by Tomoaki Itabashi. Proudly created with Wix.com

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