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Released Projects

The Puppet of Tersa

A hand-drawn, point-and-click fantasy adventure game developed and published by Madorium in 2019.

Platforms - PC

Role - Programmer

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Robotech: The Macross Saga

A HD remake of a classic GBA Shoot 'em up. Developed by Madorium and published by GPC in 2021.

Platforms - Switch

Role - Programmer

Current Projects

A Snoot's Adventure

My most recent work involved major contributions to a new 3D platformer featuring new and fun mechanics not seen before in this genre. It has just been added to steam and the demo will be ready within the next 2 months. I am in charge of the UI, Dialogue Systems, Quest Integration, Character Creator, Battle Mode and Project/Task Management.

Platforms - PC, Switch 2, Steam Deck

Role - Design, Technical Design, Programming, Project Management

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Turn based RPG (TBD)

A Dragon Warrior/Final Fantasy 6 inspired RPG. Featuring a class system and a unique spin on the turn based formula utilizing aggro and stamina. Characters generate aggro during combat based on their actions, this in turn dictates the targeting priorities of enemies. The player will need to juggle this whilst managing their characters stamina which is used for all abilities. Should the stamina be too low to do anything of note they can opt to rest, lowering aggro and regaining stamina. This leads to a lot of possibilities and a new way for players to engage in this genre. I have teamed up with a writer who has just completed the story outline. On top of this post game is being planned to create an engaging world hopefully reminiscent of those older RPG's with a splash of the modern age thrown in.

Platforms - PC, Switch, Steam Deck

Role - Design, Technical Design, Programming

Work
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Weather The Storm

A personal Project I have been developing since October 2022. The game focuses around defending against increasingly difficult waves of enemies. I have a strong affinity for mechanics focusing on replayability and progression. The player has access to spells and troops as well as a city they must manage, the city provides resources, troop and spell upgrades and other unique services. The player can accumulate "Relics" after every wave or by purchasing them from a travelling Merchant, these can help focus the player's build, such as buffing a particular units stats or unlocking new spells. I did all the games design and programming and have outsourced art work. The main hurdle I had to cross with this project was getting as many units on screen as possible whilst keeping a steady frame rate, I have currently managed 300-400 units before it startes hitting the 60 FPS zone, this is quite good for Unity, where games they "They are Billions" could only just hit this mark.

Platforms - PC, Switch, Steam Deck

Role - Design, Technical Design, Programming

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TRRO

A personal Project I headed with a small team with a passion for oldschool survival horror.

The aim of this game was to create a replayable survival horror experience, with a semi free roam environment, randomised events, items and multiple ways to approach problems. I attempted to keep graphics simple in order to reduce scope.

Production is currently in hiatus but I am looking to reboot this in the near future.

Platforms - PC, Playstation, Xbox, Switch

Role - Design, Technical Design, Programming

Profile

A tenacious and driven game developer with a stong interest in technical development, mechanics and gameplay loops. 

My development career has consisted mostly of indie projects that attempt to create something new and interesting for the players. I have headed several teams whilst also managing the bulk of design and programming.

I work primarily in Unity and love messing around in the engine. I have been using Unity since 2014 and am well versed in it's functions and capabilities, however there is always something new to learn and feel I have only scratched the surface with this powerful tool.

I have collaborated with artists, designers, audio technicians, writers and programmers and know how to convey the needs of the project, how each department works and what they need. This has created a strong sense of communication, especially as I work primarily as a remote engineer. 

I have created several design documents and design spreadsheets. These are intended to help display the needs of the project as well as aid the process, I will usually program the sheets to help with balancing and project progression.

My development car

If you want to get in touch please email me at :-

12ssmith1@gmail.com

If you want to get a better look at my development background please click below:-

CV_Sam_Smith

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