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Background: Rolling Village - Level Design project, Jack Creasy
Showreel
02. project showreel
This section of my portfolio is dedicated to a showreel displaying all of my full game projects that are either completed or are currently in development.
I will be continuously updating this video in order to showcase any additional projects that are being worked on/released.
Background: Cottontail - 2D Platformer, Jack Creasy
Breach
03. breach
01. description
"Breach" is a 2D side-scrolling survival horror game where you explore an abandoned research lab in hopes of uncovering the truth of what happened during its final days of operation.
The gameplay involves exploring the lab, finding items to solve puzzles, and hiding from mutated creatures that roam the halls.
At the end of the game, the player finds a pistol which can be used to fight the monsters as well as solve more puzzles before the player escapes.
The game's story is conveyed through simple cutscenes using text boxes, and also readable documents scattered around the level for players to find and read.
The game was strongly inspired by classic horror games such as "Resident Evil" and "Silent Hill". I wanted players to be able to choose when to fight and when to sneak past enemies like in those games; however the 2D world makes avoiding enemies impossible due to the lack of a Z axis or ability to jump.
To remedy this, I introduced the "hide" mechanic, which allows players to press themselves to certain walls in order to stay out of sight and sneak past monsters. This also opens up other areas of the world as there are walls in the foreground players can move behind while in this state.
The game is complete, however it was made in under 3 days for the itch.io website's "Retro Game Jam". As a result, it is rather short. I have decided to expand on this game and create a full release with more enemies, areas, and items due to the positive reception it recieved.
02. accolades
"Breach" was selected as the winner of Itch.io's "Retro Game Jam". The jam was a competition which challenged developers to create a complete game within a week. This game must be 2D and "retro" in terms of style and gameplay. In addition, it must fit the theme "horror".
Four YouTube content creators have played and recorded full gameplay videos on Breach; each offering critiques and accolades, as well as helping me promote the game by sharing its content.
Below are links to their YouTube videos:
Shortly after the release of my survival horror game, "Breach"; the "Dread XP" gaming news website wrote a short article reviewing and promoting the game.
The link to the article can be found here:
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https://www.dreadxp.com/news/ultra-indie-daily-dose-resident-evil-style-survival-horror-breach-is-a-2d-take-on-a-3d-genre/
Background: Breach - Survival horror game, Jack Creasy
Fading World
04. fading world
01. description
"Fading World" is a 3D, Isometric adventure game where you explore a destroyed world in hopes of bringing it back to normal and saving the inhabitants. The sword you wield is capable of "rewinding" the world in a small area around you, resulting in the world building and decaying around the player as they explore.
The gameplay involves exploring and platforming around the world to find collectibles and destroy three "seals" to reverse the world's destruction.
The story is conveyed using voice acting and subtitles. The player character is mute, however the "god" of the game's world talks to you in order to provide a tutorial for the player; and relay the story.
The gameplay mechanics were inspired by the Legend of Zelda series, while the story and aesthetics of the game were inspired by the indie game "Bastion" by "Supergiant Games". The latter also had an effect where the world builds around the player as they explore.
This is a fully playable release; which also includes some side content such as collectible coins that can be used to purchase upgrades to the player's health. It was developed in 3 days for the "Brackeys Game Jam 2020.2" competition.
Unfortunately, I made a mistake with the overall scope of this project. The plan for the project was larger than the final result; and included extra features such as enemies, an introductory cutscene, and ending cutscene, and a menu with graphical options. The final game lacks these features, and the development process served as a learning experience for how to appropriately scope a project.
02. accolades
The "Brackeys Game Jam 2020.2" competition had 1,844 total entries. Each of the games made for the jam were ranked in the following categories: Graphics, Fun, Audio, Game Design, Innovation, Theme, and Overall Score. Please see below for Fading World's scores in the jam.
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Link to the Game Jam page:
10 other developers/players have left their own short reviews or comments on Fading World's game page. Please see below for their opinions:
Background: Fading World - 3D Isometric Adventure game, Jack Creasy
Big Guns
05. big guns
01. description
"Big Guns" is a 2D action platformer set in a Sci-Fi laboratory. You play as a super soldier with a large machine gun. The gun is powerful; however it is also so heavy that he is unable to move or jump like in a standard platformer.
As a result of this, he must exploit the powerful recoil of his weapon in order to propel himself around the level. The gameplay is a standard precision-based platforming affair, where the challenge comes from simple obstacles that must be avoided in an unconventional way.
Similar to older games from the third generation of consoles, this game doesn't have a coherent story. The gameplay mechanics and fun factor are the main focus of the game.
"Big Guns" is a fully playable release; which was made for the 122nd "Weekly Game Jam" challenge. It was made in 5 days, and as a result of the time limit; the game only has one playable level. The level contains collectibles and hazards. Collecting all of the collectibles is a secondary objective for more advanced players who wish to be challenged. The collectibles have been placed in order to force players to move close to the red laser hazards while being careful to avoid creating too much momentum and crash.
The button at the top of this page links to a download page for the game on my "Itch.io" page.
Background: Big Guns - 2D Action Platformer, Jack Creasy
The Grind
06. the grind
01. description
"The Grind" is a 3D Top-Down arcade styled game set in a coffee shop. The game involves waiting for customers to sit down and order. Then you must prepare and deliver their orders before they grow annoyed and leave. Each customer that leaves costs you a life.
Customers have their orders and time limits randomly generated when they arrive, and their appearances are random as well; meaning their skin colour, hair colour, hair type, and the colour of their clothes are different each time you play.
The player will have to manage multiple customers at once, with the rate of spawn increasing the higher the player's score grows. In addition, each of the items players prepare take time to make. These time limits combined with the customer's varying patience creates a frantic and intense gameplay loop.
The gameplay style was inspired heavily by the popular multiplayer game "Overcooked" by "Ghost Town Games". The fast-paced nature and controls are similar, as is the camera angle. The exception is the close and grounded camera used when players go behind the counter. This is so they can see the different interactable and see the visuals at a closer distance. Said visuals for both the characters and the environment design were inspired by the recent remake of "The Legend of Zelda, Links Awakening" for the Nintendo Switch. See below for a comparison:
Background: The Grind - 3D Arcade-Styled game, Jack Creasy
Seeing Red
07. seeing red
01. description
"Seeing Red" is a 2D top-down dungeon crawler where you navigate randomly generated dungeons collecting loot from enemies and fighting bosses.
At the beginning of a run, players are able to customise the way dungeons are generated by specifying the number of rooms in each level; and the number of levels in each of the game's four locations.
In addition, players are also able to choose which character to play as. Each character has their own look, attack power, speed, and some also have extra abilities such as a dash or the power to turn invisible for a moment.
In addition, players are also able to choose which character to play as. Each character has their own look, attack power, speed, and some also have extra abilities such as a dash or the power to turn invisible for a moment.
The players are able to purchase weapons at any time from the pause menu if they have enough coins collected from fallen enemies. The enemy types are selected at random in encounter rooms, and their colours reflect the colour weapon players need to use to defeat them. The way levels were generated used an algorithm similar to the one programmer "Derek Yu" used in his indie game "Spelunky", where a start point on a grid is chosen, and rooms branch off from that point until the required number of rooms were generated. Room layouts were designed by hand and are randomly selected from an array.
The game is an expanded version of a game I developed for the fifth "Optical Game Jam" challenge. The original was similar and used the same art assets, however the structure was akin to an arcade shooter like "Smash TV" by "Eugene Jarvis" and "Mark Turnell". This simpler version of "Seeing Red" was also included with the new version as an extra mode. Local Co-op multiplayer is also available for the original version. This game is also the first I developed that had support for game controllers implemented.
Background: Seeing Red - 2D Dungeon Crawler game, Jack Creasy
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