Ruins Of Reto
Role: Team Lead
When: Jun - Jul, 2020
“Ruins of Reto” is a 2020 GMTK Game Jam Entry. The theme of the Game Jam was "Out of Control" and our team decided to build a grappling hook platformer.
Showcasing:
Coordinated an international 10-person team from Canada, Iran, the USA, Brazil and France
Fostered a collective creative vision
Structured team hierarchy
Taught source control
Unity Engine development
Custom collision system
Demo
Development:
I had predominantly worked on my career as an aerospace engineer and a theater major. This changed in 2018 when I played Playdead's Inside. I'd spend most of my time watching GDC talks and Extra Credits, but seeing the merit of that game gave me the sense ligitemaacy I needed to pursue videogames and I haven't looked back.
I had worked on some hobby games in previous years and had taught Unity tutorials as the Leader of Toronto Metropolitan University's Game Makers Union, but I had never finished a project. After my outreach to videogame studios I knew I needed to build a portfolio. During the Covid-19 Quarantine, in the summer of 2020 I decided I was going to do a game jam. So I found a jam I liked outreach to videogame makers online and I new that I could take my leadership skills and build a team that ran smoothly.
Ultimately we failed to submit on time and it was my failure as the leader of my subteam to develop scene transitions.
However, with an afternoon of debugging, the cohesive collaboration between our art, sound and level designers is able to shine.
Inspiration:
One of the first games I played and truly resonated with was called Leiro. It was like a real-time version of worms with a grappling hook and destructible terrain. but it also had two very different stages. The first stage was about tunneling and tactically trapping your opponent. Which would then destroy the environment and open up the terrain for faster-pace action where you were barely able to control your character.
Games like these have always peaked my interest, but integrated story is what I feel games like these lack. Games can be complete without story but I feel better when they do. Its personal.
The videogame Inside is where I feel story and mechanic have found the deepest connection.
My ultimate goal is to work on something with the joy of Liero and the depth of Inside. Anything on that path is where I’ll be happy:)
Liero Gameplay
Inside Gameplay
Explore The Project
-
Download & Run
Download a zip file from Google Drive.
-
Source Code
Explore The Public Repository