Snorwhal was created during the Great Canadian Appathon(GCA) 2014. It was designed to be used on a mobile device. I don’t remember many details about the development but I was part of a small team. It was a weekend-jam which we produced this game straight through the whole thing. The prize was to get the app developed further with the help of a professional software development company. We didn’t win in the end but it was fun nonetheless.
Snorwhal is a game where you play a dreaming narwhal where you have to reach the end of path, dodging urchin mines and collecting balloons to stay afloat. Get hit too many times and you’ll fall. Collect balloons and you can keep yourself afloat. You used the motion sensor within your mobile device to control the dreaming narwhal.
Good Will Haunting is a game created between the University of Toronto and OCAD University students. In the game, you control a ghost who must get everyone else out of a burning building so that you can live in the afterlife in peace. You want them out because you do not like sharing your haunting ground and want to stay as the solitary ghost in the region.
You can scare people, possess objects and dead humans, all the while dodging enemy ghosts! Solve the puzzles to get the humans out of the house dead or alive because as long as they aren’t there, their ghosts can’t haunt the same space.
Good Will Haunting was shown at the Level Up! Student Showcase 2015.
UofT students: Timothy Chu, Lingfei Gao, Cio Tang, Amy Yang
OCADu students: Corey Dean, Tiffany (Tee) Ng, Jungjoo (JJ) Yang
Try it for yourself HERE
These models were made for a game I worked on during Third year named Good Will Haunting. This was done as a joint effort between UofT and OCADu.
Jungjoo Yang made the concepts and textures. I modelled and animated the characters.
This was a project where I used Unity to create a landscape that evoked a specific emotion for the player. Originally, I was going to make a landscape to show “Peace”, where the player would move through a meadow filled with flowers and light, but I felt this was cliche and wanted to do something different.
In the end, I decided upon “Loneliness”. I made a landscape where the player walks around in a desolate area searching for others near campfires. When the player gets close, the other models in the scene start to move away from the player until the campfire extinguishes itself. No matter how much the player tries they can never find any sort of companionship among the landscape as it passes from day to night continuously.
If you would like to see a longer video, please click HERE
For the experience itself, download it HERE (Mac Only)
The HyperActive Environment was another project done using Unity. It was an extension of the Interactive Environment, however we did not use NavMesh. The project required models to interact with the player in interesting ways. So we made a “Godzilla” simulator where the player shoots the buildings which always face the player, falling down after being hit.
This was created with Alanna Predko.
Check out a video of it HERE
Try it for yourself HERE – WASD = Movements, QE = Shoot, Space = Jump (Mac Only)
This was a project that used Unity’s NavMesh functions to create an interactive environment for spawned models. I made mine an obstacle course where the red models must continuously follow the green ball, all the while being hit and pushed by the blue obstacles.
I took inspiration from I’ve Fallen and I Can’t Get Up.
Check out a longer version of the Interactive Environment HERE
Check out the project itself HERE (Mac Only)
Over the summer, I worked on a project for Public Studio, helping them with 3D models. Here are a few of the one I made.
Texture credit goes to Saffron Bolduc-Chiong and Emma Burkeitt.