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Mischief Max

A fun quirky puzzle solving isometric game. (Team & Solo project)

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Download & Play (Team final delivered build)

Download & Play (My solo revamped build)

Game genre: Isometric puzzle solving.

Gameplay summary: You're a ghost that can possess certain objects unique to each level and then manipulate them in various ways, solve puzzles that chain together rube goldberg style.

Platform: Windows PC.​

Engine: Unity.

Time spent on project: Sep - Nov 2020 (10 weeks in team) + Dec - Jan 2021 (6 weeks solo)

Team Role(s): Game designer. Artist.

Solo Role(s): All, finished a large portion of the game solo.

Software used: Unity. MAYA. Bolt. Substance Painter. Photoshop. Audacity.


Mischief Max was a team project made as a kind of student Game Jam, fast paced prototyping etc.
Our team delivered a proof of concept demo (see team build link above) with 1 level to show the main ghost possession and puzzle solving mechanics. Sadly it wasn't as complete or polished of a demo as we would have liked, but it was delivered on time nonetheless.

But once class had wrapped up and we went on our holiday break, I went back in my free time and finished the game demo to a more complete state to satisfy my original pitched vision of how the project could have turned out. (see solo build link above). To be clear this was not to degrade my teams earlier work, but more for fun and personal exploration to develop my skills, and as a portfolio piece to showcase my original concept in a more finished state.

So I further developed my programming skills a lot practicing on this version, no pressure or due date, just tinkering and polishing my code until it worked. I learned a lot which I then applied to later projects and was a huge step in proving to myself I could handle an entire project as the sole programmer (Eg. Magne-Tech)

My contributions to this project:

  • Game design (Team).
    - I designed the mechanics, game flow, character, puzzles.

  • Game design (Solo).
    - I expanded on all my original designs, and pushed the puzzle design further with more complex interactions, and added more menu options.
    - I designed the HUD and UI, how it gives player feedback for key mechanics.

  • Art (Team).
    - I created the main ghost player character model, animated it, added it to the game and set up the mecanim states etc.

  • Art (Solo).
    - I made some models for the 2nd garden level, matching the existing black outline cell shading art style originally agreed upon.
    - Finished all the HUD and menu artwork. 
    - Added particle FX.
    - Character design, modelling, animation, texture mapping including transparency and glow effects.
    - All animation in game (besides the blocky human idle state in level 2)

  • Programming (Solo).
    - I didn't code anything in the team project, but solo I programmed (or replaced) everything except the existing player controller script.
    I programmed:
    - The level flow.
    - HUD/ UI.
    - Menus.
    - Puzzle mechanics.
    - Character animation states and interaction with environment etc.
    - SFX integration.

  • Audio.
    - I sourced or created all the SFX in game.

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Highlights from this project:

  • My first time programming a full game demo.

  • My first character model I've made, animated and implemented as a playable character in a game.

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