Devon Wangeline

Game Designer

Jibun Wo Shinjite

Jibun Wo Shinjite is a button-tapping racing game.

Developed in the Unity Game Engine

Assets created in Blender3D, and Adobe Photoshop

PROTOTYPE #3 (CURRENT)

Development period is since November 2018

The game is being developed in the Unity Game Engine

The assets were created in Blender 3D, Adobe After Effects, and Adobe Photoshop

Latest Alpha Build Gameplay Footage - December 2018

Betablok Portrait GIFS

Betablok's Portrait when Idle

Betablok's Portrait when first

Betablok's Portrait when last

JIBUN WO SHINJITE (PROTOTYPE #2)

The development period was two around two months (from October 2016 to December 2016)

The prototype was developed in the Unity Game Engine

the asset were created in Blender 3d

The Idea of Jibun Wo Shinjite was a combination of mini-games from the Nintendo 64, where you had to repeatedly tap a given button to make your character move and Inspirational posters one would see hanging in classroom or office settings. 

With this game I wanted the player to feel like they are struggling to make the character move and in return only the most motivated players would make it to the finish line, hence the name means "believe in yourself" in Japanese. So I thought that the best way to create that feeling was to make the characters move extremely slow and make the player have to tap fast to make the character move at all. With that idea I proceeded to conduct research on the slowest animals on earth as the roster and decided on the five animals in the build.

Unfortunately my idea to recreate the feeling of dread and struggle worked too well when I presented the game during the MAGD Expo in May 2017. I was met with criticisms on the difficulty and most players leaving the game before finishing the race. 

What I learned from this experience is that even though a concept may be fun for me does not mean that it is fun for others. I still see the potential in this idea so I decided to keep developing it further.

Jibun Wo Shinjite Prototype Gameplay Footage - November 2016

The Roster

Coral's Portrait

Sloth's Portrait

Slug's Portrait

Starfish's Portrait

Hermit's Portrait

BUTTON MASH RACING (PROTOTYPE #1)

(password is: kavalineportfolio)

The development period was five days.

The prototype was developed in the Unity Game Engine

the assets were created in Autodesk Maya

The original concept for Jibun Wo Shinjite came from a prototype I worked on while working at Lexxicon Studios (July 2016). The prototype name was Button Mash Racing, and the inspiration for this prototype was to recreate button tapping games I enjoyed from the N64 (Nintendo 64). I was only allotted one week to create the prototype so by the end of the deadline I only had what was shown in the video below.

Button Mash Racing prototype gameplay footage - July 2016

SNAG

Snag is a short platformer that is glitch and static inspired.

Developed in the Unity Game Engine

Assets created in Photoshop and Krita

Prototype version 1.0a

The development period was around three months (October 2016 - December 2016)

The game was developed in the Unity Game Engine

The assets were created in Photoshop

Snag is a platformer that involves climbing and teleporting to reach the top before time runs out. The theme of glitches comes from a mutual appreciation from the professor that was mentoring me for this class and myself. The game was developed in a short amount of time in 2016 (October to December) and was developed alongside Jibun Wo Shinjite.

When this game was presented at the MAGD Expo alongside Jibun Wo Shinjite, the reception was slightly warmer for Snag but was still met with criticisms for being too confusing to control. 

The experience taught me that adaptive tutorials always prevail over a screen of information, no matter how well you make it.

Gameplay footage of Prototype 1.0a - December 2016

Pre-Prototype Images

The original concept of the game was to create a Surrealistic game inspired by Glitches. The story was that you were a Bee kicked out of the colony and had your wings ripped off and the world around you would begin to erode and  glitch the farther you traveled away from the hive. This idea did not live long and was pivoted into Snag.

Enemy design(?)

Background asset

Saelot's Journey

Saelot's Journey is a endless runner with action elements.

Development period was around three months (late February 2016 -  early May 2016)

The Game was developed in the Unity Game Engine

The Assets were created on paper and assembled in Adobe Photoshop

Alpha 1.02

This title was a lot of firsts for me as a Game Developer, It was the first time I worked on a game independently, first game I programmed, first game I completed, first game that got positive reception, first game that was fun to play. The idea to make an endless runner came about because I was doing a tutorial series that taught you how to make an endless runner. I decided to take the original idea and expand on it giving you the ability to attack enemies and creating a parallax scrolling effect to backgrounds.

The development time was a total of about two months, with levels 2-5 being completed in about a week.  (late February to early May)

I presented this game at the MAGD Expo May of 2016 and it received very positive reception and praise. The comments consisted of how they enjoyed the level of challenge and how deceptively easy the game looked to play.

The assets were all hand-drawn using pencils and scanned, I then took the very large files (around 2GB a sheet) and sized them down to work in a game. This is an example of what the asset sheets looked like.

This is what the game looked like in the second week of March the rest of the game was completed in the month of April 2016

Various Prototypes

This section contains a selection of prototypes that I have done in the past

Starship Assault

Assets were created in Autodesk Maya

Development period was 7 days (July 20th, 2016 - July 27th, 2016

Monster Raising

Assets were created in Autodesk Maya, Adobe Photoshop, and Adobe After Effects

Development period was around two weeks (July 12th, 2016 - July 26th, 2016)

Battle Arena

assets were created in Autodesk Maya, Autodesk Mudbox, Photoshop

Development period was 5 days (July 6th, 2016 - July 11th, 2016)

Nightmare

Assets were created in Adobe Photoshop and Adobe After Effects

Development period was around 3 days (June 29th, 2016 - July 1st, 2016)

Spritesheet for the main character facing forward

Spritesheet for the main character facing forward left

The main character's weapon

Bit

Assets were created in Adobe Photoshop and Adobe After Effects

Development period was 5 days (June 21st, 2016 - June 26th, 2016)

Lawman Klogg

Assets were created in Adobe Photoshop and Autodesk Maya

Development period was 8 days (June 6th, 2016 - June 14th, 2016)

Costume design for the main character.

Eggbert's Great Adventure

Assets were created in Adobe Photoshop and Adobe After Effects

Development Period was two months (March 2016 - April 2016)

Collaborative Projects

This section contains projects that I worked on with others.

Doomed (Game Jam - April 2014 - March 2015 - May 2015 - July 2015 )

I was attached to this project mainly as an enemy designer, however I also worked on other various items like UI elements, story development, and game-play design, most of which never made it into the game.

Assets were created in Adobe Photoshop, and Adobe After Effects

An assortment of assets that did not make it into the final prototype.

Enemy Concept: Charger

Enemy Concept: ClapTrap

Enemy Concept: Constrictor

Enemy Concept: Impaler

Enemy Concept: Mirthglob

Enemy Concept: Porse

Enemy Concept: Rooster

Enemy Concept: Smasher

Enemy Concept: Spearhead

Enemy Concept: Trickster

Enemy Concept: Wormlord

Enemy Concept: Wyrmdra

Enemy Concept: Ant

Enemy Concept: Ant Eater

Enemy Concept: Cicada

Enemy Concept: Spider

Enemy Concept: Star-Nosed Mole

Enemy Concept: Blackbeak

Enemy Concept: Spitter