Consequences
Roles: Game Designer |
Programmer
This was a solo development project, supported by a composer and a sound desginer.
Consequences draws inspiration from retro games and the nostalgic aesthetic of the PS1 era. With the simple arcade charm reminiscent of classics like Crazy Taxi, the game invites players to indulge in a cathartic experience of smashing furniture within a certain time limit. The more damage you cause, the more time you get to continue your rampage.
As my first solo project, I was responsible for both the design and development of Consequences, collaborating with a talented composer and sound designer to bring the game to life.
Developing this game presented several challenges, particularly in emulating the constraints of late-90s graphics. I needed to understand the hardware and limitation of the PS1, ensuring that textures and lighting were effective and cohesive at a 320x240 resolution. Additionally, designing an environment and UI that remained readable and engaging at this resolution was very important. I implemented a discreet system for regenerating parts of the environment mid-game, allowing players to continue their destructive spree uninterupted.
One of my favourite features of Consequences is the dynamic music script I built from scratch, which tracks the player’s destruction over time. As the player causes more damage, the music's intensity increases.
As my first solo project, I was responsible for both the design and development of Consequences, collaborating with a talented composer and sound designer to bring the game to life.
Developing this game presented several challenges, particularly in emulating the constraints of late-90s graphics. I needed to understand the hardware and limitation of the PS1, ensuring that textures and lighting were effective and cohesive at a 320x240 resolution. Additionally, designing an environment and UI that remained readable and engaging at this resolution was very important. I implemented a discreet system for regenerating parts of the environment mid-game, allowing players to continue their destructive spree uninterupted.
One of my favourite features of Consequences is the dynamic music script I built from scratch, which tracks the player’s destruction over time. As the player causes more damage, the music's intensity increases.