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Amnesty of the Exiled
01:06
Unreal Engine

Amnesty of the Exiled

Amnesty of the Exiled is a first-person, narrative-driven adventure video game created by a student team in Unreal Engine 4. Story: Amnesty of the Exiled, is centered on exploration and shows the narrative and the story of the game through objects and points of interest that the player has to find. The main objective of the game is to decide the fate of deities that have been banished to an isolated island. The player is a judge that comes to this island, the Island Between the Realms, to meet the different banished deities and decide if they deserve to be unbanished and go back to their duties in their realms, or if they are to be kept exiled on the island. My role: I was responsible for designing the level and environment for this project. I started with a block-out level to find the right scaling for objects and the proper length for paths and tested that with the team and teachers. Next, I built the landscape using the Landmass plug-in and created non-destructive brushes for easy modification. Then, I made the material for the landscape that allowed me to paint six layers without any tiling, and after painting the landscape, I started importing big assets (houses, sculptures) from the Megascan library into the level and placing them. Next, I populated the level with smaller assets, and at the same time, I used procedural foliage volumes to create forests and flower fields. Finally, I added different postprocessing volumes and tweaked the lighting setting in each area.
Arctic
05:00
Unreal engine

Arctic

Story: Global problems has disturbed guardians of the glacier and younger and more powerful ones decided to leave their habitat. Their exodus and current state of the world have created an opportunity for other creatures who were under the shadow of the guardians and are more accustomed to new conditions of the world, to grow and take over the glacier by fighting left behind guardians. You play as three different wolves in three different timelines and you will find what has happened to other wolves in your timeline, which explains the order of event. Narrative: Inspiring from H.P.Lovecraft stories and narrative of darksouls games, important events of the world are not about main characters, other creatures don't notice them, they don't have any influence on the events, and most of the times they only see the aftermath of events. There is no dialog and player should explore the environment to better understand the story. Mechanics: All the mechanics were designed to have a better cinematic experience and help players inspect the world more comfortably. note: All the footage of the trailer was captured using in-game camera. 1.Slow motion. 2.Switching camera between FPS and TPS. 3.Movement and basic actions like resting, sitting and howling. 4.Triggering story events* 5.Taking screenshot. *there is no game-over in this game, and you have to explore new areas and trigger story events to progress. Inspiration : Death stranding Koyaanisqatsi theme song by Philip Glass https://www.youtube.com/watch?v=_4Vt0UGwmgQ Mountain of madness by H.P Lovecraft Chasing the ice documentary global warming and arctic phenomena: rainbows, halos, ice caves, cryoconite, auroras and optical phenomenon. Development story: This was my second personal project with Unreal Engine and my goal was to get familiar with all aspects of the game engine. June 15th -August 22nd, 2020 Note: A detailed credit section can be found on the page of the game also a full breakdown of what I did for this project. Summary of Credits: Programming: All the logic of the game was implemented by blueprint. Foot IK: I modified the following human version of the IK system for a quadruped character. https://www.youtube.com/watch?v=yyiyKhVIiwk Textures: I used quixel's megascan library and modified some of the textures in Mixer. Models: I mostly used paragon and other free assets of ue4 Marketplace and modified them but I did the modeling of the cave and some guardians myself using the ue4.25 modeling plugin. Sounds: The full list of sounds that I used is included on the page of the game. Main sources for sounds: freesfx.co.uk https://freesound.org/ Unreal engine was used for the development of the game and Shotcut for the trailer.
Ritual
02:14
Unreal engine

Ritual

Development story: This was my first project with unreal engine and I used the sequencer tool. second week of April of 2020. Inspiration: For this project I was experimenting with an idea to make a real-time cinematic in which the outcome is different each time you watch it. One way to achieve this is branching the traditional linear structure of cinematics by adding choices that lead to different paths, but I tried to use phyisics for a more emergent outcome. For example, the scene with many pigs is the result of adding physics and throwing them from sky ,and it has a different result each time you play. I would like to expand this idea to combat outcomes or other events and I think this is one of the areas that real-time technology has an advantage over movies and it is only achievable with power of game engines. Credits: Following Unreal engine 4 assets have been used : https://www.unrealengine.com/marketplace/en-US/item/c661d0a956454ea4ba6d12c09a687406 https://www.unrealengine.com/marketplace/en-US/item/def870df86a145b8817bba409d87b051 Sounds: I used the following soundtracks Hunter.wav by jobro -- https://freesound.org/s/103337/ -- License: Attribution Indian rain dance loop.wav by zagi2 -- https://freesound.org/s/221471/ -- License: Attribution Noncommercial 20070407.slaughter.05.WAV by dobroide -- https://freesound.org/s/33448/ -- License: Attribution little_house_of_pain.wav by dobroide -https://freesound.org/s/162595/ -- License: Attribution Forest(windy).wav by o_ciz -- https://freesound.org/s/475635/ -- License: Creative Commons 0 Walking on grass by SoundMarnus -- https://freesound.org/s/491774/ -- License: Attribution Tribal Drum Pattern 2.wav by rodincoil -- https://freesound.org/s/271430/ -- License: Attribution Orchestral_Loop_with_Oriental_Touch.flac by toam -- https://freesound.org/s/193328/ -- License: Attribution Unreal engine was used for the development of the cinematic.
As above,So below
02:51
Unity engine

As above,So below

Mechanics: Upside World Gameplay: The main goal of the game is to achieve a total number of 100 toruses. To do that, you need to attack and finish toruses when they are alone. If other toruses reach you while you are doing that, the finisher doesn't work and if more than five toruses surround you in a finisher state, you will fall to the second world of the game. Each time you perform a successful finisher, two new toruses will be generated. This generation rate will rise exponentially; for example, at 70-80 score, 16 new toruses will be generated after a successful finisher. (More toruses in the game makes it harder to perform a finisher, so the reward is greater) Also, there is a hidden hunter in the upside world that will rarely hunt toruses while you are at the top, but these hunted toruses will not generate new ones. Downside World Gameplay: To get back to the upside world and continue your hunting, you have to collect 100 "Blackness".The body of toruses you've hunted above are here, and each time you are walking through them, they give you five blackness. The other hunter is partially visible here and she is hunting faster while you are in the downside. You can destroy her preys immediately for a bigger reward(30 scores) or wait and let them strand and use them like those you've hunted on top yourself. Note: The game doesn't have an instant game-over state instead, it slowly gets closer to the initial state if you don't play good enough. Development story: This game was a final project for a university course on game design by professor Taha Rasouli, and I used https://machinations.io to apply design patterns to the game. April-June 2019 Credits: 1. Amirhossein Mazrooei(one of my colleagues) helped me with the design. 2.Water used in the project is from standard assets of unity. 3.Unity engine was used for development of the game and Shotcut for the trailer. Note: a machination diagram of the game is included in the download section.
Icebreaker (Prototype)
03:26
Unity engine

Icebreaker (Prototype)

Story: You play as a monster who is invisible to others on a nuclear icebreaker ship. Each playthrough lasts 30 days, and you get to know other characters by advancing their feeling bar toward either angry or happy side. Mechanics: Each day is divided into four turns, and depending on the current power of the player, he can do up to 5 actions in each turn. Inspecting the environment (windows, mirrors, or reading notes) costs nothing but interacting with other characters' items and power-ups cost one action. Each character has some items in his room, and the player can make them angry or happy by interacting with their items. After crossing a certain threshold, the player has an option to either start a fight or a friendship between two characters. This event's outcome depends on the feeling of characters at the moment. After the event has ended, a specific material based on which characters were involved would be generated. In each playthrough player ends with four different materials based on his choices, and by placing them in the lab, he will determine the abilities of his character in the next playthrough, which can reveal new phobias or hobbies of characters and more secrets would be revealed! There is no game over in the game, but two resisting systems have been implemented. First, the main character will lose his number of possible actions in each turn over time if he doesn't power-up. Second, all characters lose a percentage of the feeling they gained during the day when they sleep at night.(so focusing on a single character would be a good strategy) Note: A more detailed explanation of mechanics and how they are balanced is included in the download section. Inspiration: Ken Levine presentation at GDC 2014: https://www.youtube.com/watch?v=58FWUkA8y2Q Richard Lemarchand presentation at GDC 2015: https://www.youtube.com/watch?v=lqg5v6GFlEI Ian Schreiber presentation at GDC 2016 and his 10-week course on balancing games : https://www.youtube.com/watch?v=tR-9oXiytsk Credits: Arts: Environment Sprites are from Pinterest, and characters are from online RPG character creator. Design and programming: Amirhossein Mazrooei and Esmaiel Ehsanmanesh, two of my colleagues, helped me with both the design and programming. Unity engine was used for the development of the game and Shotcut for making the trailer. Development story: Amirhosien Mazrooei and I started the project in June of 2017, and Esmail Ehsanmanesh joined us in September to help us with programming. It was our first game project and we didn't have sufficient technical knowledge at the time. Also, the game's design got complicated and required lots of writing, which we didn't expect at the start. So, we decided to start focusing on our other project, but hopefully, I will remake this game in the future.

 SIDE PROJECTS

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Amnesty of Exiled
 

Build
5.7 gig

ARCTIC

Full gameplay video and download link

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RITUAL

A build of game with cinematic at start and free roaming in the world after that is included.
634 mg

AS ABOVE ,SO BELOW

PC version 37 mg

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LAST LIGHT

 PC version 30 mg

ICEBREAKER (PROTOTYPE)

Including a detailed GDD for game mechanics and how they are balanced plus an early prototype of the game.

17mg 

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All the above projects were created with personal or educational purposes and I didn't profit from them. I tried to use only the materials that I was allowed to, but if you are the owner of these materials and unhappy with usage of your content in any particular project please contact me to take them down.

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