Game Design

Deep-Rooted

From having journals filled to the brim with Minecraft imaginations to making a whole game in RPGMaker about his friend, Eli has innate experience with conceptualizing, exploring, and realizing game ideas and concepts even before learning about it in college.

GADIG

Having been both an officer assisting in the development of games as well as a Game Director for a semester, I had to work with and discuss various design topics with other officers and club members

SLIME TOWERS

Slime Towers was created by both Eli and Toine Giesberts to potentially be worked on by GADIG for the next semester (Fall 2022). It started off as a larger game concept that would have been too big for a student-run club to work on and finish in a reasonable amount of time, so Toine and Eli got to work on a simpler pitch that would be easier and more enjoyable for members to work on while still having the same original design aspects they came up with at the start.

Toine Giesberts
https://www.toinegiesberts.com/

Tilemaps and Templates

     Because Slime Towers was initially concepted to be made in a perspective most members and officers weren't familiar with (true top-down), Eli took it upon himself to draft up visuals, templates, and references to help artists and designers wrap their heads around how the levels will be built in the game.
     Slime Towers utilized Tilemaps so the designers could quickly and easily create large levels within Unity while also allowing for a lesser workload on the artists.

     However, because artists were not incredibly familiar with making environmental artwork into a tilemap, Eli took it upon himself to draft up templates and diagrams to help artists and designers understand the components of a Tilemap and how each tile works with one another. With these diagrams, he shows (below) how the tiles work as puzzles pieces, (1-4) how they are meant to "tile" into one another, and (5) while members were finalizing their tilemaps, he walked them through any problem areas they came across, such as missing tiles or misalignment in the tiling.

     Eli also drew out potential general shapes and layout for the caves and defending Tower Defense area, as well as a potential unique layout for the Fire & Ice cave (with Zones that would've dynamically changed environmental particle effects, music, and SFX based on player location). These concepts were, however, scrapped to allow for more creative freedom from the team members.

PRogramming

PROGRAMMING

Eli was sought after by friends and peers alike for his programming abilities for group assignments and other projects throughout his time in university, and he continues to strengthen his programming abilities through personal projects.

GITHUB

Fundamentals

Steel Ascension, Untitled Deer Game, and Spaceswept
Moira Dawn and Construct 3. Text Adventures and other assignments. 13 Legs (SOMEHOW).

Toine Giesberts
https://www.toinegiesberts.com/

Enemy AI

     One thing Eli found himself programming more than he thought he would was Enemies and Enemy AI. While it began with simply turning towards the player in an Asteroids-like space shooter, it evolved over time into situational decision-making AI. Utilizing the framework provided by his professors and course lessons,