Play as a shephard leading your flock to safety at the other side of town.
On this project I:
Created the main mechanic using Unity visual scripting.
Managed the team and kept track of tasks using Codecks.
Implemented music and SFX.
Built the menus and credits.
Outlined a narrative pitch that the project used as a guideline
Created in Unity by 5 students in 11 weeks.
Trouble Through Town challenges and retrospective
The main challenge of this project was creating a herding system for the sheep. We originally planned on attempting to create this using boids, but eventually pivoted to using state machines and simple behaviours for the sheep to make the experience as fluid as could be done in our scope and timeline.
This was also the first time any of us was using Codecks, so I tried to help the team handle that new software, figure out best ways to use it, and help other students manage their tasks and schedule management. We also attempted to distribute tasks based on where they were in relation to our respective personal aims on the project. Every member placed themselves on the chart below to help us understand our shortgaps and what everyone prefers to do. We also attempted to update this during the project to keep it as a living document.
On the narrative side, we originally planned for 5 levels, but due to time constraints we reduced it down to only 4. The mountain path level (below marked as teal) was folded into the starting tutorial level, and we decided to remove the suburbs all together and just switch directly between the dark forest and the city. I was in charge of writing the outline and adapting it to the game as needed.
Turn based RPG where an adventuring party delves a dangerous dungeon.
On this project I:
Wrote the narrative, dialogue, and original pitch for the game.
Created the abilities and balance of the game.
Managed the team and kept us on schedule.
Built the menus and animated several sprites.
Created in Unity by 4 students in 10 weeks.
A followup patch & expansion of One Last Quest.
On this project I:
Added an evolving UI system to display current resources.
Implemented a tutorialization system that works with the evolving UI.
Improved in Unity by 5 students in 7 weeks.
One Last Quest & Two Last Quests challenges and retrospective
The challenges of this project are split into 2 parts, one for each phase of the project.
One Last Quest - This was our first big project in the university, so we learned a lot of skills about managing a team and how to work together. The game we planned was greatly overscoped, so a lot of the work was constantly reducing the scope. Originally the idea was of a roguelike game where each hero gets different abilities throughout the game, but that proved too problematic in the 10 week alotted. In addition, we didn't plan our tutorial well, essentially leaving it for the last week of work, causing the entire games central mechanics to be hard to understand and the game barely playable. One of my major design points on this game was creating the mechanics (which were scriptable objects the coder made), and assigning the different stats and variables to balance the game. We did not have a spreasheet system to keep all the stats in one place, which would have helped massively with balancing the game better. For a part of the project our animator was sick, and I picked up the role of animating for that part, which resulted in me animating the enemy zombies and the warrior character.
Two Last Quests - Following up OLQ, we did a lot of work looking at the original game, it's faults, and what we can and can't change as a part of a course called "Finding the Game". We focused on what can be changed on a level design and UI/UX design basis. During the project I created a tool inside the project to aid in updating icons, audio files, and visuak effects. In the last iteration of the project, we tried to change the UI from having unexplained icons for resources, and folding the tutorial in to the actual UI. The system I made showed you abilities only when you can use them, and hinted at you when you are out of actions but enlarging the initiative icon for you. Sadly the final result isn't fully playable as two of our five developers couldn't work during the last parts and the rest of the team couldn't make up for their abscence.
A puzzle platformer where you progress using your past mistakes.
On this project I:
Created the UI.
Managed the team and kept track of tasks.
Animated the main character.
Implemented a dynamic audio system.
Made in Unity by 4 people in 4 weeks.
Time Squared challenges and retrospective
Time Squared was a simpler project, as we did not have a very long time while also working on other projects. The project also suffered as we planned and scoped for 5 people, but one of us had to drop out of it.
My role on the project started focused mostly on production and UI, but when the 5th developer left I took up doing audio and animation as well. This mostly resulted in both us reducing the scope of some systems, and working more then we would have planned on. As my role was focused on production, the fact that most of the team had to crunch falls on me.
In regards to animations, the work is rather simplistic but I think it fits the style of the project. The main character has only 5 animations: Idle, Walk, Jump, Falling, and Landing (the gif below has these in that order). I rigged and animated the sprite in engine, which was more complicated then expected with the character just being a cube.
I only took over audio in the last few days of the project. I decided not to use music but ambience tracks with sfx triggered on random intervals to have a varied musical landscape. We knew players would be playing the same levels for a while, so having music playing would probably get old quickly unless we had a very large variety. Having ambience instead sold the atmosphere of the game better, and having it be slightly randomized also reduced the monotony.
An endless runner where you rack up a high score while stopping a baby from crying.
On this project I:
Designed the premise and mechanics of the game.
Scripted all technical aspects of the game.
Made in unity by 2 people in 3 weeks.
Endless Crier challenges and retrospective
This was a really small project but it is still one of my favorites. The idea was to make an endless runner with an original premise, so instead of the player dying, falling, or something like that, the point of the game would be to try and avoid obstacles so a baby being carried does not cry.
The color changing aspect only came about because the music was one of the things people really liked. Mechanically, the game isn't rhythem-based, but because the music and colors change it gives the running a great feeling with a lot of forward momentum.
This project was a colaboration between me and one other artist named Cass who did al the sprites and obstacles. Using 2d sprites in a 3d environment was very interesting, it forced us to use a lot of weird perspectives, such as the actual sprite being pulled way back, and an invisible game object with a collider actually clashing with the obstacles and pickups.
A modded version of a walking simulator named "Signal of Bonneville".
On this project I:
Wrote the narrative.
Directed and edited the voiceover.
Implemented music & audio based on the current objective.
Made in unity by 2 people in 1 week.
Bonneville challenges and retrospective
Bonneville was my first experience ever modding, as we only had one weak to change a different project to fit our aims.
Before starting this I played "Anatomy" by Kitty Horrorshow, and I wanted to attempt to pay homage by doing something similar. The game now switching between genres, internally named Walking (start of game), Noir (when it becomes black & white), Eldritch (shaed of purple & pink), Anatomy (All red, and the direct homage in the text), Meta (Matrix green, the character knows it is a character), and Tragic (Blue & purposefully hard to see, the character knows is asking for the end). The idea was to pay homage to different types of horror walking simulators, using audio and voice over to have those.
Cecilia who worked with me on this project made the different shaders using an internal tool the original team made, while I wrote the dialogue, recorded the narrative, and added the music & audio based on the current objective of the game.
Email - Harris.Eyal@gmail.com
Linkedin - https://www.linkedin.com/in/eyal-peleg-harris-393ba6273/
Itch.Io - https://thegingerharris.itch.io/
Languages - Fluent in English and Hebrew, German at a beginner level
I am knowledgable in TTRPGs, specifically D&D 5e & Pathfinder 2e which I have been playing more then 15 years, but also other systems such as Monster of the Week, The Wildsea, and Heart. I also play Bass Guitar in my free time.
Linked here is a homebrew class I made for 5th edition D&D before starting my degree.