Monkey's Paw Sweater - Mod For Baldur's Gate 3 - 179 downloads (link)
Purpose
I made an armor intended to be worn by a wild-magic sorcerer who is level 4 or higher
This armor stops fewer hits than other armors in the game at that point, but allows players to nullify one instance of damage per short rest by triggering a wild magic surge
I made 20 custom wild magic surges for the effects that could be triggered by this armor by remixing assets that were already in the game
I used this project to learn how to make mods for Baldur's Gate 3, ironically, right before the modders toolkit was released
Design Philosophy
I designed the wild magic surges to be situational, with the potential to either doom or save a character in danger
Some were designed to affect mobility or chance to hit of all creatures nearby
Others immobilize or completely remove creatures from a fight
There were even a few that did nothing
How the Project Changed
This armor was originally supposed to be simple: it would have only triggered the vanilla wild magic surges
While playtesting, I realized this approach dampened the novelty of playing as the wild magic related subclasses, diminishing overall fun
To fix this, I remixed pre-existing assets and stats (the way in which abilities like spells were made) to create 20 new surges
Context
Wild magic surges normally trigger when characters of specific subclasses use certain abilities (ex: wild magic sorcerers and their spellcasting)
These subclasses create chaotic experiences, as you never know if you will turn yourself blue, explode everything, or if nothing will happen
Cigarmonica - Game Design Club Group Project - 6 downloads (link)
Purpose
This was a group effort by my college's Game Design Club
Our goal was to make a simple game over the course of a few weeks
Design Philosophy/Design Work
We designed a simple gameplay loop, where players are given items to trade with specific NPCs
We wanted players to have to walk around and interact with NPCs, and have the choice of whether or not to trade with that NPC
This would help players progress through the game and its story to ultimately escape prison before they're executed
My Personal Contributions
I wrote NPC lines (especially for level 3), with the goal of giving obvious hints as to the identity of the NPC to trade with for that level, or obvious red herrings
I designed the game's movement, dialogue, and camera systems to fit our needs.
What I Learned
How to set realistic expectations for what I could program when working with other sub-teams
What I could promise and deliver upon in a quick time frame
How to reuse code to meet the needs of other sub-teams, rather than making everything from scratch