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GAME PROJECTS

A compilation of game projects made in Unity and Unreal

Fantasmagorie

Graduate School Capstone Project

October 2023 - August 2024, I am currently developing an industry-quality, story-driven horror puzzle game in a team of twenty for my Master's Thesis. 

 

MANTRA: Free a grieving father from his delusions in this eerie puzzle adventure within a fragile puppet world. 

Enjoy the eerie wonder of Fantasmagorie, a development endeavor that has thus far been both a labor of love and a testament to professional growth. As the longest and most meticulously crafted project of my career, this game represents to me a culmination of dedication, teamwork, and an inspiring expression of passion from a group of incredibly talented game developers. Along the way, I've encountered deadline-based obstacles and crunch in order to successfully hit our milestones, though the experience has been extraordinarily educational. As a team, we've spared no effort in refining every part of Fantasmagorie, from its gameplay mechanics to its narrative depth, resulting in an experience that is as seamless as it is immersive.

My area of ownership for this project has been the main character's locomotion system. The main character is Vivi, an animated porcelain music box doll, so we decided that her movement system and overall feel should replicate that of a ballerina/dancer. I have tackled this requirement by working closely with the team animator, examining ballerina dance movement, and both researching and experimenting heavily in Unreal 5's Animation Blueprints and State Machines to create a smooth, elegant locomotion system for our character. The current state of her movement system can be viewed within the YouTube video below.

A Slime's Knightmare

Two-week FIEA Rapid Prototype Production Project

In Fall 2023, I created an orthographic vertical platformer in Unity3D in a team of five over the course of two weeks for the FIEA course Rapid Prototype Production.

 

MANTRA:  It isn't easy being a slime... slay one knight, and they're already back to haunt you! Run away from him before you're gone for good!

This game was the first of four video games to be created for the FIEA course Rapid Prototype production, a class in which you have two weeks to create a game prototype. As the only C# programmer on the team, I was tasked with the game's technical mechanics, which included the tower's room management and snapping system as well as the slime's fluid physics controller. Creating a system to track every room lifespans from spawning, persistence, and destruction was non-trivial, but I had incredible fun tackling the challenge. The team was very proud of the game's original gameplay and simplistic art style, making it an incredibly successful game for a prototyping class.

fEAR

48-Hour Game Jam Project

Feb 31-Apr 2, 2023, I created a 3D sound-based horror game for a Game Jam with two other programmers and an artist in Unity. The team's name is Milkyway Studios.

 

MANTRA: They can't see you, but you can be sure they're listening...

I consider this game to have the most unique input mechanic I have ever crafted thus far. The enemy creatures in the game cannot see and only use sound as a means of finding the player, and the game makes use of your microphone's volume input as a parameter for how loud your character is. The goal of the game is to escape a facility full of these creatures using the sounds of your footsteps, throwable objects, and your own voice. I spent a significant portion of this jam working with Unity's microphone input system and making use of it in scripting to translate over as a dynamic hitbox trigger to represent the distance a create would need to be from the player in order to hear it. Neither I nor my teammates had ever made a horror game, and we wanted to create an eerie experience that did not rely on cheap jumpscare tactics. We can confidently say we attained our goal. Everything in the game is an original creation except for audio.

Ozone Warriors

48-Hour Game Jam

In Fall 2023, I participated in the 2023 Orlando Armed Forces Game Jam in a team of ten. 

 

MANTRA: Battle on airships in this VR 2v2 battle game, but watch out, a fifth player might ruin everything!

This game was created over the course of 48 hours as part of a game jam with ten others. My primary role on the team was creating the ship's two major controls: piloting controls and gunner controls. Using Unity's physics system and vector math, I developed a Ship Pilot Controller that managed the ship's speed, altitude, and rotation. 

Mystic Isles

48-Hour Game Jam Project

April 1st-3rd, 2022, I created a 3D RPG Explorer game for a Game Jam with three other programmers and two artists in Unity. The team's name is Milkyway Studios.


MANTRA: Sit back, relax, and explore the beautiful unknown that is Mystic Isles. Find what you seek and meet some interesting friends along the way. 

I consider this game to be one of the prettiest and most aesthetically-pleasing games I've created to date. I think of it as the most impressive Game Jam game I've made as well. I took this jam as an opportunity to delve into working on particle effects, dialogue trees, mini-games, and progression. This is the first non-linear game I've developed. Additionally, the goal of the game was not to create action-packed or challenging gameplay, but rather a calm, enjoyable, and pleasant experience. Milkyway Studios team dynamics allowed for an incredible game-creating experience, and I hope to work with this team of developers in the future. Everything in the game is an original creation (except for three small 3D assets!).

Sandy Tires

Coursework Project

In Spring 2021, I created a 3D Endless Driver Game in Unity3D in a team of four for a course titled Game Content Production 2.


MANTRA: Good luck trying to escape the desert in this endless driving game! The long road ahead grows increasingly more challenging, though there are upgrades and tools to help along the way!

Within the team, I focused my efforts on backend and frontend game functionality. This game was my first attempt at implementing a save mechanic between game sessions. I also programmed the "endless" generation of the environment, which challenged my ability to optimize and create a seamless sense of endlessness without sacrificing game performance.

TO BE THE FASTEST CLIMBER

Coursework Project

I developed a 2D Mobile Racing game in Unity in a team of one for a university course titled Creating Mobile Games. 


MANTRA: This 2D, level-based, racing-climbing game focuses on an egocentric individual with an uncanny desire to climb on their journey to prove themself as the fastest climber in the world. The goal is to beat every challenger (level) who dares attempt to best this character at climbing!


This game put my game development and playability skills to work. I created the game to test my ability to make a mobile game that is both challenging and easily replayable. I focused less on visuals and more on enjoyment, functionality, and optimization. It was the first game that required extensive play-testing from friends and acquaintances. 

Cavity Crusader

Coursework Project

In Spring 2022, I created a 3D Souls-Like Third-Person Fighting game in a team of four in Unity.


MANTRA: Dental hygiene has never been more action-packed! Destroy food particles by wielding a toothbrush and save people from cavities, gingivitis, plaque, and much more in this fast-paced 3D fighting game.

For this game, I created many of the environment assets, Enemy AI system, damage/health system, character movement/attack set. and boss attacks.

Shroomageddon

48-Hour Game Jam Project

From February 25th-27th, 2022, I participated in a 48-hour Game Jam where I created a 3D "zombie" survival game with my game development team, Milkway Studios, in Unity.


MANTRA: Your programming lab was experimenting on A.I. created by a race of mushroom aliens. The program you were testing began to work as a virus against you. And, by using your lab's tools, the virus created physical nano-bots that infected all your colleagues in the facility. The program's name was Shroomageddon. And you have to escape at all costs.

For this game jam, I chose to focus on enemy AI for the first time. I implemented all enemy activity using NavMesh features, including randomly-generated wandering, player detection, varying attacks, getting damaged, and death.

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