Akash Unnikrishnan's profile

Portfolio - Akash Unnikrishnan

AKASH UNNIKRISHNAN
GAME DESIGNER 
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Hello there! Welcome to my portfolio! I'm a final year Computer Games student with a huge passion in Game Design hope you like what you see!

If you would like to see some Game Design Documents I created for some games please follow this link: DESIGN DOCUMENTS

I study at the University of Essex and this portfolio is just a small showcase of projects that I have worked on personally as well as for Game Jams etc. and is constantly being updated. 

Currently working on a 2D RPG called "Memories" where you play as the demon Balver, who has been awoken in a mysterious cave and lost his memories; fighting evil creatures and bosses to get back your lost memories. The design doc will be uploaded soon.
Below are some pictures of the characters (from left: Summoner, Balver and Runner) from my upcoming RPG Memories followed by an initial idea sketch and a beginning scene storyboard.
INTO THE WOODS

A small survival horror game called "Into The Woods", made on Unreal Engine as part of my Computer Science Final Year high school project. You play as the stranded hiker, Jacob, lost in this mysterious forest he was warned not to enter. Jakob is an adventurous thrill seeker. He never shy's away from a challenge and upon hearing about this mysterious forest he gets hell-bent of exploring it. Will he be able to survive the night and make it out of the forest? What will Jakob find in the forest?

This was one of my first ever tries at real Game Design and Development. I went through a lot of iterations of ideas but finally stuck to making a survival horror game as that is one of my favorite types of games to play! Having played a lot of the Amnesia, Slender Man, The Evil Within and more I really enjoyed the horror aspect as well as the story and adventure mixed together to make a survival horror game. I read through a lot of articles and watched a lot of videos to learn the Unreal Engine before starting on making my game. I started researching about the Game Development pipeline and about different roles and what to focus on while starting on making a game. I made the initial idea on my notepad, focusing on what I wanted the player to feel when playing "Into The Woods". I focused on the 3C's of Game Development while noting everything down. Character, Camera and Control. I wanted the character to be someone brave and always wanted to be challenged - an adrenaline junkie. Doing this I came up with Jakob Stringer, the hiker and adventurer the player plays as. Next I focused on how the player will play and see the game, I wanted them to feel as involved and immersed in the game as possible and an First-Person camera allowed me to achieve this. Finally I decided on my controls and how the player would control the character and play the game. Since I was only making the game for PC I used standard movement keys for movement (WASD), F for the flashlight and L-Shift for sprinting. L-Ctrl would allow the player to manage inventory and discard items. I chose the L-Ctrl key as it was easily accessible and close to most of the keys the player would be using for gameplay. 


Since this is a survival horror game I thought it would be perfect to set it in a creepy forest. I started mapping out how the game would progress and thought of setting simple tasks for the player to complete instead of having him wander about aimlessly. I used the Unreal Engine's spot lights to make the forest have a spooky theme while being dim lit and hard to navigate without a torch. The three main systems I decided to add in the game were the hunger, stamina and battery/torch systems. Without these the player was bound to fail. I decided to add these to make the game more immersive and life like instead of allowing the player to abuse the fact that they had a powerful torch, keep sprinting around and escaping obstacles and eating to keep their health bar up so the player does not starve. The objectives I set are quite simple and I made it like that for the reason that I didn't want the players spending too long trying to find items or completing objectives as the overall game is quite small and fast paced. To match this the systems deplete at a rate equivalent to the games pace i.e. hunger and battery (when the torch is on). To keep the player always thinking and strategizing, I put a very few pickups in the map and only added a small buff so that the player doesn't find the game too easy. This was done while keeping in mind the difficulty curves in games and trying to work out how it  would work in my game. I didn't want the player getting bored too quick from it being too easy or frustrated from not being able to complete the game. So I worked on how much each pickup would give the player and how much time it took for each system to completely deplete. After much playtesting I was able to allocate good amounts for each pickup and get it to a level that was quite enjoyable to play in. After this I went on to make the final jump scare of the game which indicated the completion of the game. This was super fun to do. As I didn't have much experience I decided to make it as simple as I could while maintaining the overall scare and intensity as to spoil the complete game due to some ugly jump scare. I used matinee animation to make the the ghost pop up when the player get's to the final objective and added a scream sound and sound effects to add the overall feel. It wouldn't have been complete otherwise! At this stage I was complete with the game and called on my friends to play it to see how they reacted to it. My jump scare was a success and everyone seemed to enjoy the game. 

If you would like to read more about the whole development and the different blueprint systems used in Into The Woods, please click here to check out the Development Doc I made for this game.

The image below was the first level plan I had and the decided on the progression of Into The Woods.
ZOMBIE SHOOTOUT 

Zombie Shootout is a game created by a team I was involved with for Game Jam 2019. This was my first opportunity to participate in a Game Jam and I jumped at this chance. Going in I only had a vague idea on how this would work and went in alone knowing no one. I met my team at the venue and we received the theme of "What home means to you". 

We started brainstorming together. After a few ideas I came up with the final idea that we settled on. A small boy dreaming about protecting his home from a zombie invasion. We started on working around how we would show the game and make it. This was my first time using Unity and since that was the only available engine we decided to use Unity. We had 48 hours to bring the game to life and first we decided that the game would be played on a clear night sky as an FPS game. We wanted to portray this as a dream of a little boy. Dreaming that he is the man of the house and is tasked to kill all the zombies. We used C# for programming and the main game played as any normal FPS. We decided to make the main aim of the zombies to kill the house rather than the player as that was what the main theme of the game was supposed to be. The zombies spawned in waves and walked towards the house. To get to the house the zombies first had to break down the fences. This added an extra layer of security for the player to kill all the zombies while the spawn amounts increased. We didn't want the player to find it impossible to fight the zombies hence the addition of the fences into the game. The zombies came from all for directions of the house (as seen in the video). During the whole jam I worked on some programming and created all the main mechanics and decided on the features of the whole game. I decided to go a different way when making the overall sequencing of the game. I didn't want the game to end by just killing the game and instead add a more competitive/challenging aspect to the game which is why the timer was added. This would show the player how long he can last and play with friends to see who has the longest time etc. The game ends when the players house gets destroyed so be sure to protect your house! 

If you would like to play the game and view the game jam link click here!
IF IT AIN'T BROKE

If It Ain't Broke was another Game Jam creation in 2020. This time a couple of friends and I had already decided on participating in the jam and teamed up. We received the theme for the year which was "Repair". We started brainstorming for ideas on what we could make using this theme. My first idea was to make a 2D game which would allow the player to be repairing a broken building from the ground up, placing the correct blocks on top of each other and getting as high as possible without tumbling down. But after a little more brainstorming we reached the final idea for the game we made. A factory worker using tape and oil to fix items passing by on a conveyor belt. The game had three types of items: a red item which could only be fixed with tape, a blue item that could be fixed with oil and a green item that was already fixed and doesn't need to be repaired. The player needed to pickup the correct item and go to the item before it passes by repairing it on time. This was a perfect way to incorporate the theme of repairing. We used Unity and made it a top down 2D game since it was fast paced and had a cartoon/comic art style. Worked using C# again since we were all comfortable and accustomed to the language from the last game jam. The main mechanic of the game were to fix the items using the appropriate tool. We incorporated a three strike system which makes the lives of the player. After three misses the game ends and the player needs to restart. This was added in turn to the increasing speeds of the conveyor belt to make the game more fun for the player to play and get a higher score.
SPACE RUNNER

Space Runner was a minigame I created while working with Foursquare Education, a startup based in Georgia, U.S making games to teach foster children about financial literacy. I found out about this opportunity from a friend who thought I would really be interested in and after interviewing for the role I was able to work remotely with them. This was an amazing and super fun experience, working with some highly talented designers and programmers in the game dev team. I was super proud to be able to contribute to the idea of making the game space themed. I worked on most of the design aspects of the overall games by making the UI systems, design mockups and separate minigames for the overall game.

 Our game involved a world set in another planet where the player would start building his own town and growing it, learning about different skill trades, working, building up his economy. This allowed us to teach them about different financial concepts such as taking loans, opening bank accounts, managing money and much more. While the world was being created separately, the idea of the minigames was to teach the kids individually about the concept they wish to learn. I chose to work on the concept of money management and saving vs spending. In lieu of this, I chose to make this endless space runner where the astronaut needed to get back pieces of his ship that he needed because of a malfunction in his rocket ship. Buying the rocket is an option the player gets, adding options of security and insurance. This minigame would pop up when the player opts to buy a space ship but does not invest in insurance. This would teach the player that spending a lot at an early stage with zero security is not the best option and while taking risks you need to be aware of the consequences that can arise. The player in this minigame is tasked with finding 5 parts of the spaceship. I decided on making it small as this was only a minigame and I did not want it to drag on for a long time. Using Procreate on the iPad and Adobe Photoshop I made the persistent background that keeps moving behind the player. I made it to look like he was running on the moon to stick to the overall space theme. Since I didn't have a huge art background for the astronaut and item I used free assets from the unity store. After making this game I implemented a shop feature that allowed the player to pay to repair his ship using the items he picks up in the game. The shop feature was created to make it harder for players to save money and see how they work when there are items that cost a lot but would not add any value to them financially. The player is allowed to access the shop from the main world as well.

If you would like to learn more about the game and about this endeavor click here!
SPACE RUNNER V2

After a few playtests and talks I decided to reskin the game into a flying astronaut instead of him running around. The mechanics all remained the same, but I added the asteroids sprite that I made as well as the parts and moved them to be floating in space. I then added the animation of the astronaut bobbing to make it feel like he was flying with his jetpack around space avoided obstacles to get spare parts. This seemed more enjoyable to the kids and the whole team thought it would be more fun to play around with as well.
THE RETURN

The Return. A 3D FPS Game made on Unity for my university project. Had a lot of fun designing the level and creating the storyline for this game. You play as Dr. Sam, lost on an undiscovered planet filled with evil aliens.  I used free assets from different websites and made the terrain by myself. Level Design was by far one of the most fun things to do for this game, making the pipeline systems, placing different pickups and making the overall level feel mysterious and fun to play in. This game was created for my course work in University. I was tasked with creating a 3D game and given basic rules to follow but had overall creative control on what I wanted to develop. This idea has been something I always had since I was a kid and wanted to make something like this. I decided on an FPS due to time restraints as well as it fitting the whole shooting and running mechanic of the game. The character is a scientist named Sam. Upon discovering Andromeda, Sam wants to travel to this planet and learn more about it, testing out his new teleporter he had built. To read the complete development and mechanics doc click here.

The game consists of two enemies the alien and the turret. Using NavMesh in Unity I was able to make the aliens run toward and respond in turn to the player shooting him when the player shoots them. During initial development the alien seemed very easy to beat you just needed to maintain distance and shoot it from afar. I found that to be very boring and I changed it so that the alien would chase you when you shot at it. I designed the terrain so that it matched the Sci-Fi theme of the game and wanted to make it more puzzle like and adventurous, things that I personally love in a game. This was when I came up with the pipelines idea. Having a pipeline prefab I started attaching a few of them to form a sort of maze that made the player navigate through them fighting off enemies in search for escape. This added a sense of thrill that I wanted to achieve. The player also has the ability to use bounce pads in the game to navigate the level. In level 2 I made it so that the player needs to time his bounce pad jumps in order to reach the other side of the mountains and walk into the pipelines. This was to showcase the bounce pads mechanics and how it played out with the game and I was really happy with it's turnout after multiple playtests. Since it was a small game I wanted the player to be able to play this whenever he wants and be able to save and restart from different parts of the level, this brought out the checkpoint system in the game, a pink polygon on the floor with a levitating ball. I made it look like that to make it stand out and have the player walk towards it. Upon touching it the player would have then saved his progress at that point and then would be respawned there the next time he played the game. Apart from this sort of save the game is also automatically saved when the player completes a new level, starting him from the next level should the player come back to the game at a different time. The controls play as a normal FPS game.

This was overall a really fun game to produce and I was able to learn a lot of different techniques in level designing and game designing.
Portfolio - Akash Unnikrishnan
Published:

Portfolio - Akash Unnikrishnan

Published: