Prototyping

What I really enjoy as a game designer is jumping straight into the engine and experimenting with mechanics. Here are some examples from personal side projects and game jams.


RabiDroid

Engine: Unity
Language: C#
Solo project

Concept: The Player must fight enemies in an open environment with the help of robot units RabiDroids. The Player can switch the RabiDroid’s attitude towards Enemies between Peaceful and Aggressive.

Prototype scope:
Confirm the solidity of the paper design
Balance the maximum number of RabiDroid units
Check the accessibility of “remote control” mechanic

Programming Tasks:
3Cs
Remote Controller System
Rabidroids AI (using Navmesh Agents)
Enemy AI (using Navmesh Agents)

Deep Diver

Godot Game Engine

[Made for Godot Game Jam with RedKoiBox’s colleagues]
Audio: Antonio Cantarin
Design/Programming: Fabio Greotti
Design: Guglielmo De Gregori

Captain Amanda Abyss is sent on a mission to the ocean depth to retrieve an ancient treasure.

In this atmospheric exploration game, the Player has to explore the ocean depths, overcome various obstacles and find hidden treasure.

Play it on Itch.io

Project Edelweiss

Unity

As a huge lover of tactical RPGs (such as Final Fantasy Tactics Advance), I’ve decided to assemble a SRPG prototype as a mean to improve my C# fluency and become better at implementing code patterns.

My main challenge was studying the A* Pathfinding and write the code for the Grid Map’s underlying logic. Eventually I escalated this prototype as my main personal project.

MoonXrossed Princess

Unity

A prototype of a JRPG-style battle system with deck-building mechanics. I learnt more about Unity's Scriptable Object and improved my knowledge of the Universal Render Pipeline.

Last but not least, I've explored the DOTween functionalities for transitions and UI.