Mr. Worm
Scent of Death
Cinematic story game located underwated
My Approach
My Approach
The majority of my previous game projects had been genre-specific, but I had a different vision for "Mr. Worm." I aimed to craft a cinematic game, a short story where two different lives intersect, highlighting the common thread of struggle that binds us all.
This project was about conveying a powerful narrative and a unique gaming experience that transcended conventional genre boundaries.
My Approach
Vision and Innovation
My Approach
We made a deliberate choice to place a significant portion of the gameplay underwater.
We also incorporated RPG elements, offering players various level options that would lead to different endings for the two main characters.
We needed a robust and reusable game-level manager, ensuring seamless transitions and an engaging, dynamic narrative that set our game apart.
My Approach
Resolving Complex Problems
My Approach
Set in an underwater world, one of the key challenges we tackled was the environment itself. Working in this unique setting had limited resources to learn from.
We carefully managed elements like floating dynamics, particle effects, and custom lighting, creating a dynamic underwater experience.
For example, as you descend, the lighting naturally reduces, giving way to a dark bluish hue in the farther depths.
My Approach
Identifying Unique Challenges
My Approach
Switching between underwater and boat scenes with various characters. It became apparent that certain elements weren't syncing properly during these transitions.
To address this, we developed a save system, storing essential data in a JSON format before each cinematic and reloading it after the scene concluded.
My Approach
User-Centric Design
My Approach
We paid special attention to the game's controls, which were inspired by the smooth and deliberate movements seen in modern RPGs.
Furthermore, in interactive areas of the game, we had uniform colours indicating to the end user that a mission is present here,
My Approach
Meeting User Needs
My Approach
To be an enjoyable experience, we introduced familiar characters from the underwater world, such as Patrick the starfish and playful references to Krabby Patties.
This touch of nostalgia allowed users to immerse themselves in a known and beloved environment.
It was about creating a sense of connection and delight for our players.
My Approach
Screenshots
Skills required for this

Unity3D Engine

C#

2D/3D

UI/UX

Artificial Intelligence AI

Game Design

Game Mechanics

Environment Lightning
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Let's work together
Ready to take your digital projects to the next level? Let's team up and craft exceptional solutions together. As an experienced game developer, I'm here to bring your ideas to life and ensure they resonate with your audience. Whether you're exploring cutting-edge technologies or simply need to optimize your existing projects, I'm committed to delivering results that exceed your expectations. Let's work together to make your vision a reality.
Let's work together
Ready to take your digital projects to the next level? Let's team up and craft exceptional solutions together. As an experienced game developer, I'm here to bring your ideas to life and ensure they resonate with your audience. Whether you're exploring cutting-edge technologies or simply need to optimize your existing projects, I'm committed to delivering results that exceed your expectations. Let's work together to make your vision a reality.
Mr. Worm
Scent of Death
My Approach
My Approach
The majority of my previous game projects had been genre-specific, but I had a different vision for "Mr. Worm." I aimed to craft a cinematic game, a short story where two different lives intersect, highlighting the common thread of struggle that binds us all.
This project was about conveying a powerful narrative and a unique gaming experience that transcended conventional genre boundaries.
My Approach
Vision and Innovation
My Approach
We made a deliberate choice to place a significant portion of the gameplay underwater.
We also incorporated RPG elements, offering players various level options that would lead to different endings for the two main characters.
We needed a robust and reusable game-level manager, ensuring seamless transitions and an engaging, dynamic narrative that set our game apart.
My Approach
Resolving Complex Problems
My Approach
Set in an underwater world, one of the key challenges we tackled was the environment itself. Working in this unique setting had limited resources to learn from.
We carefully managed elements like floating dynamics, particle effects, and custom lighting, creating a dynamic underwater experience.
For example, as you descend, the lighting naturally reduces, giving way to a dark bluish hue in the farther depths.
My Approach
Identifying Unique Challenges
My Approach
Switching between underwater and boat scenes with various characters. It became apparent that certain elements weren't syncing properly during these transitions.
To address this, we developed a save system, storing essential data in a JSON format before each cinematic and reloading it after the scene concluded.
My Approach
User-Centric Design
My Approach
We paid special attention to the game's controls, which were inspired by the smooth and deliberate movements seen in modern RPGs.
Furthermore, in interactive areas of the game, we had uniform colours indicating to the end user that a mission is present here,
My Approach
Meeting User Needs
My Approach
To be an enjoyable experience, we introduced familiar characters from the underwater world, such as Patrick the starfish and playful references to Krabby Patties.
This touch of nostalgia allowed users to immerse themselves in a known and beloved environment.
It was about creating a sense of connection and delight for our players.
My Approach
Screenshots
Skills required for this


Unity3D Engine


C#


2D/3D


UI/UX


Artificial Intelligence AI


Game Design


Game Mechanics

