early-games-guide

Videogames by uripont as student at ClauTIC

[!NOTE] This page showcases projects I did when I was between 12 and 18 years old as a member of a local coding academy. These games were developed using Unity and C#. I don’t have the source code available for some, and for others I have it outside of GitHub. If you are interested in playtesting any of them, feel free to contact me. This is how I was introduced to programming.

“Wine for the president” (3D puzzle, 2018) and “Perfect Steak Cooker” (Mobile hypercasual, 2019)

2018-2019-wine-for-the-president-and-perfect-steak-cooker

For my first original solo projects, I created two Unity games for Pura Brasa, a notable local restaurant.

The first, a 3D puzzle game, focused on recreating the restaurant’s ambiance on a digital world, while the 2019 “Perfect Steak Cooker” introduced engaging, rhythmic mobile tapping gameplay, challenging users to cook steaks to the beat of music.

“Fireball” (3D exploration, 2020)

2020-fireball

During the pandemic, I developed an open-world exploration game (ironically), inspired by Zelda Breath of the Wild. As a fireball, players collect fire to light lamps while managing a core tradeoff that balances strategy and pace: carrying a lot of fire slows movement, yet minimal fire carries the risk of extinguishing.

Aside from optimizing it to run smoothly despite intense graphical requirements, the main development goal was to craft a huge and aesthetically pleasing world.

“Code KONOR” (3D graphic adventure, 2021)

2021-code-konor

This next installment is an open-world puzzle game in a cartoonish, rainy atmospheric night city.

Controlling a player observed only through vigilance cameras, players need to constantly change the camera’s “filter effects” (like UV and night vision) to find clues and progress through the game.

“Mission 73: Astronaut to the rescue!” (2D puzzle, 2021)

2021-mission-73-astronaut-to-the-rescue

This game, my personal favorite, is my first mobile project developed alongside my friend Lluc.

With its vertical layout, players control an astronaut using three jetpack thrusters. Levels are filled with obstacles like moving asteroids and bombs, and the goal is to pick up lost astronauts with a rope and return them safely to the ship. A simple mechanic that allows lots of variated gameplay.

The creative freedom extended beyond level design: all assets and effects were hand-drawn by myself.

“Mission Avalanche” (3D scaperoom, 2022)

2022-mission-avalanche

Being another collaboration with Lluc, it is a first-person 3D escape room game that boasts a dynamic and ever-changing environment.

Players experience the tension of rising snow levels within a bunker. The game is rich with interactive elements: flashlights, keys, fire extinguishers, breakable glass, and a variety of buttons and levers to manipulate.

These all make our most ambitious game a +30-minute long experience.

“LUR Verifier VR” (VR puzzle, 2022)

2022-lur-verifier

As my last project with Lluc as students at Clautic before moving on to our university degrees, we had the opportunity to work on our pending target platform: a VR game (with on-device testing using Quest glasses).

We implemented the physical interactions and navigation suited for a 1st person VR experience, where the player is stuck in a matrix-inspired “verification layer” for a bank transaction. We also settled on an aesthetic that relied on custom shaders to render meshes as holograms.