CHAD
Team Project
Role: Game Designer and Developer
Platform: Personal Computer (PC)
Genre: 2D Puzzle Platformer
Project Synopsis:
CHAD is a game where you play as a character with the special power to move things with his mind. You're in a big lab, trying to find your way out by solving puzzles, beating enemies, and jumping from place to place.
Features:
Telekinesis: Utilize telekinetic abilities to move blocks and objects, create paths, solve puzzles, and turn the environment into a weapon against foes.
Puzzles: Encounter puzzles that demand strategic use of telekinesis and environmental manipulation to progress.
Dynamic Combat: Battle against enemies equipped with guns, leveraging telekinesis to deflect projectiles, use objects as shields or weapons, and outmanoeuvre patrols.
Platforming Challenges: Engage in precise platforming, utilizing telekinesis to modify the landscape and navigate the facility's various obstacles and hazards.
Engaging Storyline: Uncover the mysteries of the facility and the origin of your powers through a narrative that unfolds with your progression.
Development Process
ENEMY RAGDOLL
I was in charge of the enemy in our game and created a simple patrolling enemy. I really wanted to make the game feel that you have the power to do damange with the telekensis ability, therefore I added ragdoll into the enemy. This was done using bones and weights on the sprites, then using joints to connect the sprites together.
Ragdoll Prototype
Improved Version

ENEMY BEHAVIOUR TREE
I started looking for ways I could bring my enemy AI to life and I settled with behaviour trees as it was very modular and easy to reuse in case I wanted to change the AI behaviour. I created my own behaviour tree asset with custom UI in Unity and I learned a lot like UXML and UCSS and strengthened my C# skill in the process. Here is a picture of how my behaviour tree UI looks like with some nodes
LEVEL DESIGN
I LOVED making the levels in CHAD took a lot of inspiration from Portal and the way they make the progression seamless yet challenging. I did a lot of testing with different users to make them get that "aha" moment. Here are some of my sketches










