My Game Design portfolio
I made a semi-competent portfolio page, check it out if interested. It has links to my social media and related stuff
PUT YOUR BEARD IN MY MOUTH
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Doug Jones
art blog(derogatory)
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Origami Around

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"I'm Dorothy Gale from Kansas"
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NASA
YOU ARE THE REASON
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@thgamedev-blog
My Game Design portfolio
I made a semi-competent portfolio page, check it out if interested. It has links to my social media and related stuff

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch ⢠No registration required ⢠HD streaming
Listen to Laguna by TheDuskPhantom #np on #SoundCloud
New song, kinda jazzy. Used my new bass on it.
Listen to Voyager by TheDuskPhantom #np on #SoundCloud
Another song I recently did. Check it out, motivate me to do more/improve.
I do some music on the side, hopefully I can get somewhere with it in the future. For now iâm just incorporating it into some of my game design work. Hereâs a fairly simple song I did a couple weeks ago.
Terryâs entry
Iâm Terry, and iâm responsible for both the design and art on the game. Initially, I was startled by the fact that our group did not have an artist, and truth be told it did increase the work load significantly for me, but in the end we managed. The core design of the game consisted of three things; Unit stats/balance, Level Design, and the weapons triangle.Â
Both unit stats and level design were recorded in the Level Design Document. The way I handled that was, I made an initial map layout with all the units in their spawning tiles, and ballparked the stats they would have. After that, we would piece together the map in unity and begin testing and altering stats and placement as we go, updating the Level design doc when we settled on something that felt balanced.
For the Weapons Triangle, we initially looked at the way Fire Emblem handled it. Fire Emblem gave extra damage and accuracy to the weapon that had advantage, and the opposite to the one that didnât. We realized that adding extra damage gave units TOO much of an advantage, swaying the course of the battle more than weâd like, so we limited it to just accuracy.
I was also responsible for alot of the production stuff including budget, schedule and competition. The way we worked out budget was interesting, as I was taking on multiple roles. In the end I decided that I would calculate it as if I were multiple people, each taking up a single role.

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch ⢠No registration required ⢠HD streaming
Toddâs Post
Todd Hamilton - Programmer
It was my job to create the core elements of gameplay, mainly AI. The first step was making a map creator that can be used from the Unity editor. This involved learning about prefabs and editor scripts.
The next step was creating player movement. I used the Dijkstras path finding algorithm to find a path from the player unitâs current tile to the selected destination tile. I used Linear Interpolation from each tile to move the unit along the path. After creating movement, I quickly implemented attacking enemies (Insta-kill) so I could begin work on the AI.
Each enemy units AI works by getting all the player units it is able to reach and attack. This is done using a fill search to get all units within movement + attacking range. These units are added to a pool where they will be sorted out until one is found which is ideal to attack. The less-ideal units to attack (Due to the weapon triangle) are then removed from the pool of units, followed by the units with highest health. Dijkstras is then performed to find the unit with the shortest path in the pool. This is the unit that will be attacked. If no unit is in range the enemy unit will use Dijkstras to find the closest player unit and will path as far as it can towards it.
Finally I worked on tweaking the AI code such that both melee units and archers (cannot attack from adjacent tile and have a larger attack range) could use the same algorithm. To achieve this, instead of pathing to a player unit, They path to the closest tile where they could still attack the player from. These being: tiles on the same row/column with a x or y difference of no more than âAttack Rangeâ, excluding adjacent tiles for archers only.
Trying to pre-balance a game
The game iâm designing/doing art for has now reached the point where it is semi-functional and playable. This, along with getting further into level design, means that I at least have to attempt to balance characters before actually testing with them.
In just a few minutes, weâve had to change so many variables for stats that my original vision for balancing has been proven completely wrong. Moral of the story? Donât assume you can balance something early into production, extensive testing is essential.
When the other members of your group arenât familiar with the genre
Having to explain seemingly simple things over and over again has become the norm lately, as the other members of my group have never played nor seen game play of the genre of game we are making. Important aspects like individual-unit strategy and the importance of stats are a token of the sRPG genre, but having team members who dismiss them as unimportant is frustrating, especially when they arenât willing to even seek out and study gameplay videos. FeelsBadMan
Working on a project you think is doomed to fail
Working full time on art and design over a short period of time, especially when iâm not proficient in either, inevitably leads to both of those jobs being done poorly. When youâre doomed to failure (or at least mediocrity) by luck of the draw, or more specifically being basically shoved into a crowd of people and told to socialize and find team members when youâre in a field made up of mostly antisocial people (including yourself) in the first place, leading to missing obvious essential parts of a team, you begin to lose faith in the project since your role becomes extremely stressful thus even further hindering the potential for the project to become successful on any front.
What have I learned from this? Donât expect things to turn out as theyâre explained to you. If people donât gravitate to you or youâre not extremely sociable/lucky, youâre probably gonna have a tough time getting a group together.
Clone? Well yeah, but âinspired byâ sounds more professional. (Fire Emblem-inspired)
Since my group  consists of two artists and a single designer, we decided that an SRPG would be a fairly programming-intensive (AI, pathing, etc.) and art-minimal (Fire Emblem-esque sprite art) choice. Weâve decided to keep the base foundation of fire emblem, including the rock-paper-scissors interaction between melee weapons and a flat plane, but have decided to add on a small skill-based minigame to try and differentiate ourselves a little from the inspiration (more on that in the future).Â
But since we havenât actually started with production, Iâve decided to try and get a head-start on art. Hereâs a sprite:Â

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch ⢠No registration required ⢠HD streaming
Game Dev Group Project
Over the next (approximately) two months, I along with two Programmers will be attempting to create a game. Hereâs the catch: we have no artist. While for me, that means a whole lot more work than I was expecting, but for the onlooker (that means you!), itâs an opportunity to point and laugh at both my horrid art skills and possible mental breakdown from trying to juggle Art, Sound and Game Design while trying to lead a group.
Wish me luck, or donât, itâs up to you.