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AIRHEADS

In the development of Airheads, I took on multiple responsibilities. I was involved in testing various aspects of the game, including enemy interactions, items, equipment, menus, and more.

airheads

I played a pivotal role in Airheads, a prototype by Stellar Boar Productions. Despite the game being in the prototype phase, I took charge of creating mechanics and developing ideas to a testable gameplay state.

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This helmet periodically compelled enemies in the player's vicinity to flee from the player.

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what's this?

This serves as an example demonstrating the behavior of enemy AI and how they respond when grouped together.

what's this?

This is a video showcasing the gameplay mechanics we had built after swtiching to a new perspective.

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This marked an initial attempt to create a procedurally generated dungeon for players to traverse, using pre-existing tiles as depicted in the first image.

To determine when a room should spawn adjacent to another, we relied on the positioning of doors. Additionally, we incorporated an empty game object at the center of each room to detect cases where two rooms overlapped upon spawning, allowing us to remove the overlapping rooms.

The final image showcases the result when I disabled the limit on the number of tiles it could spawn and allowed it to run for a brief period. We enjoyed experimenting with different parameters and observing the resulting changes, finding it a fun and engaging process.

what's this?

This is a humorous interaction that occurred during development.

OVERVIEW

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