SEAN JOSEPH ANDREWS


Selected Works
NAALIYAH STUDIOS Shopify Web 
UI/UX Applications
UNDERLINE COOLING Project
PLANT HEALTH MONITOR Project
HYDE CLOSET Case Study 
UNITY Game Design  
MISC.


RESUME
ABOUT ME
COURSEWORK




©2024 Sean Andrews


Forgotten


Purpose:
For my creative coding class final, I designed and coded an interactive obstacle course game called “Forgotten”. It begins with the player awakening in a mysterious temple. At first, the temple appears intact, but as the character explores, they see it is filled with dangerous obstacles. The environment is treacherous, with deep chasms of molten lava and a crumbling path of unstable platforms.

The player's goal is to navigate through the temple, overcoming increasingly difficult challenges to reach freedom. The temple is divided into three stages, each harder than the last. However, players cannot simply skip ahead or find shortcuts to the exit. To progress, they must reach each checkpoint, or the firepits, in the correct order. These firepits represent the player’s mastery of each section. Without reaching the firepit in the current stage, the player cannot unlock the next level. This ensures that players must conquer each section properly before advancing. When trying to cheat, players will get a message that will make them turn back. If they reach a checkpoint, they will get a message that levels them up and increases their score.

This game tests a player's creativity, precision, and patience. Careful movement is required to navigate obstacles and land precisely on safe platforms. In two of the three levels, players can choose between two distinct paths, each with its own challenges. The temple is vast, representing just a small portion of the game’s larger concept. Players awaken here in what serves as a teaser for the full game of “Forgotten”.




Level 1:
Users are prompted to start the game, it will give a brief of what the game is and how to play. 

The player spawns into the game after they click “Begin!” and they can navigate around. 

They have to beat the first level by reaching the first checkpoint, but there are 2 ways to approach this.

Level 1 Alternate Route

Level 2:
Upon reaching a checkpoint, users will get a discouraging message to make them give up. 

The firepit checkpoints will level them up and it is shown in the bottom left corner. This also acts as a checkpoint if they die in the lava. 

Level 2 is a bit harder than level 1, but only has one possible route.



Level 3:
Upon reaching the last level, users face another choice to decide which route to take.

Level 3 includes moving platforms to try and throw the player off. This level is harder than both level 1 and level 2. 

Once they reach the end, users can click the “Exit Temple” button to view the end screen. 

Level 3 Alternate Route

Cheating:
Given the difficulty of the game, users will try and cheat. 

To address this, the game is designed to not allow players to skip checkpoints before reaching the final destination. Users are also not able to skip even a single checkpoint. If they somehow make it to the end and die, they will respawn at the beginning.

Slide Deck

Dungeon of Decisions


Purpose:
For my creative coding class midterm, I designed a game prototype. "Dungeon of Decisions" is an interactive game that challenges players to navigate an underground dungeon and answer yes-or-no questions hidden within magical chests. Each correct answer earns a point, while an incorrect choice deducts one, with a perfect score needed to conquer the dungeon. Currently in beta, the game lacks on-screen prompts, focusing instead on an intuitive, dynamic design that encourages exploration. This project allowed me to test my skills in both map design and coding, ensuring all interactions are glitch-free and visually engaging.
Isometric Map View



Video Gameplay