Christopher Jones, Games Development
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Unity Projects

Untitled 3D Procedural Boss Fighter (Solo, 2016) - Procedural, part-based bosses vs acrobatic fighters, in development.
Blopathon (PixelSpill, 2014) - IndieQuilt Game Jam entry
'Void - Art Major Project' (2013) - University of Bolton (Non-Photorealistic Rendering)
Post Apocalyptic Bus (2012) - Complete with interactive model editor

Current Projects

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Untitled Procedural Boss game, begun late 2016

A boss is generated from a pair of Themes (such as 'Knight' or 'Fire') with their own part-sets and textures, then animated using procedural animation techniques. Non-standard boss health mechanics: players can destroy parts one by one, trying to cripple and bring down the Boss to expose it's weakpoint.

Currently in development and approaching 'tech demo' status.

Blopathon (PixelSpill, 2014) - IndieQuilt Game Jam

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IndieQuilt Game Jam entry, 2014.

PixelSpill, with art by Matt Frith and music from Jordan Pearson.

I was responsible for the Unity-side implementation of the game (so code, asset import and so on).

Art Major Project 'Void' (2013)

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An attempt to implement cartoon rendering on a pre-existing game engine (Unity).

Features:
Fully configurable character lighting system, supporting three steps of shadowing, with rim lights and base gradients, outlines and environment reflection.
Support for both Deferred and Forward Rendering paths.
A full size space station inspired by the ISS.
Player controls with flashlight and full six degrees of freedom in movement.

Available here. (Mediafire)

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Post Apocalyptic Bus with Model Viewer (2012)

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A post-apocalyptic bus, complete with custom sounds, shaders and particle effects, using a custom-built interactive model viewer created in Unity.

Available here. (Mediafire)

(Video soundtrack 'On An Island', Yuki Kajiura)

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