Roger Gonzalez - Game & Level Designer
Here are my various games, both writen and playable. Feel free to look around.
Divided
Divided is an action RPG from Lonely Wizard Studios. I am the Lead Game & Level designer that has emphasis on story and fun combat. I worked on the game mechanics, level design, and world building. I also scripted much of the game mechanics in Blue Print, supervised character and environment modeling, and helped with the story.
Programs Used:
-
Unreal Engine
Forever Night
Forever Night is an action tower defense game with horror elements. A black curse has befallen the town, casting it within a wicked night. Monsters seek out portals to escape and spread the curse. You are a Tactician, capable of summoning multiple types of towers and other forces that can push back the hordes of the night and to bring back the day.
This was a solo project done in Unity. Most aspects were done by me, including all aspects of the game design, environment modeling, and most gameplay programming. Some toolkits from the Unity asset store were used to help speed up production. All character models are from the Unity asset store.
Important Info:
Please read the Rules & Controls first before playing. There is no in game tutorial on how to play yet. Also the game is far from finished, so there are bugs and tuning issues.
Programs Used:
-
Unity, Maya, and Photoshop
Tools Used from Unity Asset Store:
-
Action RPG tool kit – This gave most of the enemy A.I, mecanim, and pathing, though I modified many of the scripts to fit this game.
-
ProCore Complete Bundle – Allowed me to build basic structures within the game.
-
Animated FX shaders – Shader for the summoning circles
-
Floatate – Allows the towers to float the way they do
-
Flicker – The flickering of the lamps
Different Dimensions of Dreams and Reality
Different Dimensions of Dreams and Reality, or Triple D R, started out as a MMORPG game design document that I originally begun working on in high school. Overtime I have added to and rewritten my game numerous times and found that it has been one of the greatest experiences of making me a better game designer. Though for the most part I had assumed the most realistic scenario for my game was to simply present it as a demonstration of my game design skills, I have found that it could realistically become a table top game. I have recently begun converting it into a table top format, but will continue working on both versions at the same time.
The audience for this game is broad, generally for those who enjoy RPGS with fantasy and/or Sci Fi themes. I’ve learned that a good rule for creating Sci Fi fantasy games is making sure they do not contrast with one another, but rather have them meld and complement each other.
Currently the document is capped around 40 thousand words. You can click to the side to check the summary structure of the game, or the class representations. If you wish to know more information on the full document, feel free to email me.
The Apprentice's Journey
Telekinesis – Allows the player to pick up various objects, including enemies.
Slow Fall – Causes the player to fall slowly, constantly drains Manna.
The Apprentice’s Journey is an adventure platformer with some puzzle elements. You play as a young wizard’s apprentice as he travels through an odd yet amazing land that gradually blends and transforms into new environments. Though you must go from one location to another, the game almost plays nonlinearly as there are multiple routes the player may take to get to the next destination. Being just an apprentice, You will find that each one can be very important depending on the situation you find yourself in. With each spells used, your manna will be drained so it is best to use your spells carefully.
This was a solo project done in Unity. Most aspects were done by me, including the Game design, environment modeling, and most gameplay programming. Some toolkits from the Unity asset store were used to help speed up production.
Demo coming soon. Refer to portfolio reel for details of the game.
Parallel Space
Paraellel Space is a 2.5D Shooter Platformer aimed for mobile play. This is a world that takes place beyond cyber space, while overlapping the real world. You must destroy viruses that seek out to harm important data. You have a multitude of weapons at your disposal. Each one offering a unique way to deal with these cyber menaces.
This was a solo project done in Unity. Most aspects were done by me, including the Game design, environment modeling, and most gameplay programming. Some toolkits from the Unity asset store were used to help speed up production.
Demo coming soon. Refer to portfolio reel for details of the game.
Hammernaut!
Hammernaut is an adventure game that was created for the Art Institute Northern California 24 Hour Unity Game Jam, Aug 2014.
Three different schools competed within the competition, with roughly 5 teams of 3-5 people per school.
Hammernaut was the 1st place winning team at the Art Institute of California, SF