A Narrative Driven, Sci-fi & Food Themed RPG
SYNOPSIS
Set in a sci-fi galaxy, in a world made up of food planets and civilizations. You’ll play as cosmos travelers, friends, heroes, partners, Takoyaki and Tempura, in their fight against an ancient enemy of the food people, Mold. As their once dormant enemy returns, seeking to rule the world of Foodomina and spread their infection across the galaxy...
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As the player however, you are faced with the moral implications of what it means to be a hero. Will you eradicate the Moldians that step in your path, or revive them to their former food selves, even if it means sacrifice?
ROLES & EXPERIENCE
PROJECT LEAD
GAME DIRECTOR
LEAD PROGRAMMER
QA MANAGER
SOCIAL MEDIA MANAGER
GAME DESIGNER
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Advanced team through 6 months of streamlined studio production, following industry standards and methodologies
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Developed and integrated modular core gameplay systems:
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Turn Based Battle System
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Inventory System
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Character Controller & Companion System
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Dialogue System
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Fostered collaborative work environment through ease of use code, technical documentation and mentoring beginner programmers.
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Crafted all linear game sequences and tutorials
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Facilitated robust audience testing and quality assurance practices, resulting in a bug-free exhibition debut, significantly out-performing previous capstone exhibitions, in-turn redefining production and quality standards
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Created content for and managed 4 social media platforms, resulting in a cohesive brand and marketable identity
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Achieved a full demo release onto Itch.io
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Software Used Include: Unity, Google Workplace, Github, Notion, Visual Studio, Indesign, Canva
gameplay
highlights
Custom Built Dialogue System
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Modular and user friendly dialogue system, allowing all team members to easily implement and update unique dialogue entries
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Supports:
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Custom Dialogue Animations​
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Custom Text Boxes for Player, Enemy & Narration Dialogue
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Custom Dialogue SFX/Audio
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Custom Dialogue Speeds (whole entries or specific words)
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Unlimited Unique Characters & Entries
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Triggering/Reacting to Events
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Pitch Variation/Randomisation
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Special Character Delays (Full stops, commas etc)
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Easily Scalable/Modifiable
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Fully Dynamic & Modular Battle System equipped with data and test driven tutorial and feedback to provide users with the best user experience
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Dynamically updates Act options based on the current enemy & current player
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Created with expansion in mind, making it easily scalable/modifiable
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Currently contains 9 unique enemy attacks & 3 unique enemies, all equipped with unique Act & Dialogue interactions
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Enemies can be killed or cured, allowing multiple different battle outcomes and player options
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Includes infection mechanic poisoning players overtime
Novel Battle System
foodominA
EXHIBITION
Foodomina received an overwhelmingly positive audience reaction on its exhibition debut. Generating over 60 live players within its 3 hour allocation, averaging a 20 minute playtime, and hosting many more onlookers with it's interactive, brand identifying booth.
Foodomina became so loved it generated a demand for merch, with exhibition attendants resorting to taking home its marketing posters and requesting autographs from all members of the production team.