Deep Ocean Game (Discontinued)
2D underwater exploration prototype with reactive creatures.

Gulper eel do be gulpin'
I took a shot at starting a 2D underwater game, filled with funky creatures to dodge or interact with. I figured it would be tough because of the whole underwater situation – gravity isn't really a thing and the drag is insane, making the characters move like they're in slow motion.
I thought I could come up with some interesting mechanics to make it work. I mean, using creatures or the environment to move around in fun ways depending on what's happening could've been cool.
As I was conceptualising these mechanics, I realised they'd be way more fun with gravity and without all that drag. So, I've decided I'm scrapping the underwater version. I'm going to aim for basically the same idea, but on land where I can use things like gravity to make movement and level design way more engaging.
It sucks to dump the project, but it's not all bad news. It only cost me a week and a bit, and I think there's good opportunity to pull a lot of this across to the new project at some point, provided the next project goes somewhere, and also has bodies of water involved to some extent. It was my first real go at making 3D assets that are more than just basic meshes – something I never really intended to do. It always made more sense to me to steer clear from this side of things as it's not my end goal to be a character or environment artist. I learned how to make custom UVs (for the purpose of custom vertex and fragment shaders), how to 'rig' the meshes to move in certain ways, and how to paint weights onto my models.
Deep Ocean Game