Bryan Willy - Portfolio
Backfire is a solo project I created focusing on competition. It started with an initial idea of having a competitive game with ricocheting bullets as the main mechanic. Oddly enough I originally pictured it as having a more strategic and methodical pacing rather than the action paced, high intensity gameplay I ended up with. Testing revealed that people preferred a high mobility style which lent itself against being able to accurately predict your enemy.
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Cube Commando was a solo project that started out as a pitch I had made to a 4-man team for a year long project. After we decided to go for a less mechanical driven game I shelved the idea. Later, despite the scope I decided to go ahead and take a crack at it as a solo project and Cube Commando was born. A game where you fly around in space, blowing up ships from the inside-out, with decompression effects, and laser beams included.
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StarVenture
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StarVenture was a 1 semester freshmen team project I worked on as a team of three. The team composition was an artist, a programmer and myself. I took on the role of Lead Designer and Producer and helped scope the project for us to complete within a single semester successfully. I wrote approximately 40% of the game's scripting in Python using the Zero Engine, our programmer coding the other 60%. This was the project that showed me the joy of working with another technical minded individual.
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MoonFall was a team project I worked on with a team of two other designers in the Fall 2014/Spring 2015 semesters. I was both the team's Lead Designer and Technical Specialist, switching between combining all three of our vision of the game the best I could into a coherent whole, while scripting the majority of the game in Python.
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Design Work
Map Creation Project
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Pathfinder Module |