2015
BOUNCY BUZZ
BLASTOFF
An endless runner in space. This iOS mobile game was featured on the Apple App Store under βNew Games We Love.β The app was built in the summer of 2015 by a team of two. Bounding through space with unlocked and upgraded characters, this game offers unique and uncharted terrains and a full set of animated characters.
This entire game had a shoestring budget of $1000. In order to create this game, I had to learn and put into practice skills in character design, 3D modeling, texturing, rigging, and even voice acting. The challenges of creating this game for mobile at the time also taught me about high and low poly models, how to save storage and memory size on models with textures. The process also taught me how to make models in a modular format in order to limit the number of assets that needed to be created.
Screens. Screens. Screens. There were menu screens, level selection screens, character selection screens, in-app purchases screens, settings screens. Most of the screens I designed as I coded them. I learned quickly that code is not as easy to iterate on with design as compared to a flat design in something like Adobe Illustrator or even a paper and pen drawing.
Apple featured Bouncy Buzz Blastoff in 2016 on the App Store.
2014
Bouncy Buzz Blastoff was the sequel to Bouncy Buzz the first game I ever created. The original game was created in 2014 and was also my first foray into the world of app development and gaming. It was a simple single tap game inspired by the games coming out around that time like Flappy Bird and Timberman.
Humble beginnings. This first game was sprite based. Making the jump from 2D to 3D for the sequel taught me that understanding things in a single dimension rather than the combined two or three dimensions later would make development of features easier and translate controls and movements much more intuitive.