Jasmin Rohde

Portfolio

BA1: Ludic Game - Path of Change


In an alternative reality, the oppression of creativity and uniqueness, that resulted from an extreme form of industrialization, triggered the vanishment of all color in the world.

Team Members

Project Lead/Design: Anna Oberhauser
Art: Jule Hollstein
Programming/Sound Design: Jasmin Rohde
Programming: Jeldrik Gaal

Production Year

2020 / 2021

Platform

PC

Genre

Single-player 2D puzzle platformer

Engine

Unity (C#)

About

A brave young girl, with the help of an extraterrestrial being, called “the spirit of the avant-garde”, decides to bring back the creativity and uniqueness to her hometown. By the union of the girls lively imagination and the spirit's powers to influence the appearance of its surroundings based on movements of the avant-garde, they unlock a special form of aggregated creativity that enables them to face all the hardships and obstacles that their hostile environment presents to them and their colorful adventure that leads the player through various avant-garde art movements begins.


Creativity

The player is put into the position of avant-garde artists, which also strive for change, new ideas, the creative, colorful, unusual and sometimes even strange.

Playful Engagement with Art

Through the direct transformation of different art styles of the avant-garde into the game, the player is enabled to experience art on another, more personal and playful level by being provided the chance to directly apply it to their environment.

Avant-Garde Level Environment

Each level is based on a different art movement included in the “Avant-Garde Movement”.


Personal Contribution

Programming & Sound Design

Menu System Overview

Overview of the interconnection and function of all game menus. The graph has been created by our designer and implemented by me. I created a menu manager for that purpose and to ensure proper functionality of the menu.

Menu Implementation

UI and implementation of the menu system. Part of this system are the main menu, pause screen, loading screen, level selection, game over screen and settings.

Animation Controller

There is an animation state for each movement of the main character and a layer for each health state that updates the animation and character appearance.

Animation Layers

All animation states and layers are connected and will be selected based in the current situation which is tied into the player controller.

Collectables and UI

The UI displays the current health and lives, collected tickets, special collectables and tips from the companion.

Sound Implementation

The sound is implemented through a sound manager and closely tied into the player controller and plays the sounds based on player actions.

Health & Life System

Each bubble represents a life which consists of four health states. Collecting a ticket gives the player one life back.

Enemy AI

The enemy turns around when hitting a wall or an object, also after hitting the player to prevent him from hitting the player twice giving the player some time to react.


Gameplay Video


Download Game Prototype

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