Ludem Dare 42 | 2018
Running out of space
Brisbane Global Game Jam | 2018
A Support Network for Astro-communication
Sunjam | 2017
The Elephant in the room
fab48hr | 2016
Love - Power - Surprise
Party Poopers! Was an entry in the 2016 Fab 48 Hour Game Game making challenge. The theme for this year was: Love - Power - Surprise.
Party Poopers is a 2D party brawler where up to 5 players take control of a love-heart at a surprise party. Each player has 2 minutes to collect as many tokens as possible before the timer runs out. During this time, players are able to knock tokens off of other players by hitting them with the stream from their party poppers, and zip around the arena with carefully timed double jumps
As players collect more and more tokens, they become more and more engorged with Love. The Player with the most love gains a special power: the surprise beam!
My primary role during the production of Party Poopers! Was as a sound designer and sound programmer.
I mixed all the in game sound effects and created the score.
Addressing the brief
One of the primary goals of the FAB48HR jam was to create a game that related to the 3 words provided at the beginning of the challenge.
In Relation to the theme of Love - Power - Surprise, Party Poopers! did the following:
Love - As the Iconic representation of love, Hearts were one of the primary motifs used throughout the game. The characters were hearts, they collected heart-shaped tokens (Tokens of affection, if you will) and the primary inspiration behind the main theme of the game was the heartbeat. In broader terms, Love can also be found in the act of participating in the celebration of a family member or friend.
Power - The player with the most tokens gains The Power, The ability to fire a wide beam horizontally across the screen. This allowed the player in the lead the slight chance to maintain their lead. As they were often the primary target of the other players, the power gave the leading player some chance to remain in the lead.
Surprise - Nothing quite embodies a surprise like a surprise party! There was also an element of surprise in the fact that a number of the balloons strewn about the arena contained tokens.
While I enjoyed the process of making Party Poopers! immensely (despite going through chemotherapy at the time), I am also a little disappointed at the surface-level execution of the Game Jams themes. The majority of the Themes were exhibited through the visual and auditory aesthetic of the piece. From a ludological standpoint, the only theme expressed through gameplay was power - wherein players would be given a power-up for being in the lead.
I also felt as though the gameplay lacked depth. At any given time, players had very few options for how to move around the stage or to engage with other players. While this could partly be expected due to the simple controls, games like Moppin's incredible Downwell Manage to squeeze incredible amounts of depth out of only 3 buttons (Best explained in Mark Brown from GMTK's fantastic video on the game)
|Liam Kelly||Lead Programmer|
|Liam Harris||Character Animation|
|Hannah Arnold||Background Artist|
|Andrew Hannam||3D Artist and Animator|
|Liam James||Music, Sound and Audio Programming|
QUT | 2015
BGIE Final Year Project
Solitude Station was developed over the course of 2 sememsters as my teams submission for the final year games project.
Solitude station is a physics based platformer set on the seemingly abandoned space station solitude. Players must keep their whits about them as they traverse the derelect shell of a spacecraft using their Personal Debris Grapple and EVA suit thrusters; with the occasional instruction from the ships primary AI.
My primary role during the production of Solitude Station was as a Secondary Programmer. Later in production I took up the responsiblity of Level Design, Lighting and Sound Design.
The production of Solitude Station was not without it's faults. The game's scale was incredibly ambitions for a 4-5 person team of our composition. Substantial changes were left until far too late in production. However, Solitude Station has much to offer in the way of a learning experience.
Solitude Station served as an excellent first venture into creating games in an indie setting. This included:
- Application of Agile Methodology
- Version Control
- Asset Pipeline Management
- Publication to IndieDB and Gamejolt
- Promotion via Social media and Forums
|Developer & Publisher:||Quantum Motosoft|
|Release Date:||20 October 2015|
|Callum Mabardi||Project Manager|
|Joshua Hudson||Lead programmer|
|Philip 'Pip' Petersen||3D Artist & Animator|
|Bella Black||2D Artist & Promotional Manager|
|Liam James||Secondary Programmer & Designer|