Life is for the living

Livet er for de levende

Ninja Simulator- Restart

Hello world.

 

I have missed you  all.  Having recently finish Dragon Age 3 Inquisition as part of the gameplay team, I thought it was a good time to start up old projects and this is at the top of my list.

 

This will be a complete remake of this demo.

 

The main goal and mechanics will be

 

– to create a fun 3d locational  combat system

– Use rope physics as a combat and gameplay mechanics

– Pretend to be a sword wielding rope swing ninja warrior.

-Play with friends online

Sounds sooo easy ( it won’t be :D)

 

This is going to be a completely new version and i look forward to sharing all this and more with you once i actually get started.

I will be working in UK4 to try and get this project back to life

 

Cheers

 

-Brandon Dolinski

Update Novemeber 17th 2015: Thanks to all the emails and people leaving comments. I  am working on the demo it still is really rough and i am having to relearn a little about Unreal, Cheers and thanks for the thoughts and support.

 

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Ghost Fighter.

Ghost Fighter is ipad side scroller shooter developed in flash with a twisted when the player died a ghost would continue fire and following the exact path until the point of death in which it would disappear. The game consist of 3 enemy types, and 3 weapon types. Over the course of 8 weeks, myself Nicholas Welsh and Jong Woo worked every Sunday for a few hours to complete this game.

We were successful and the game was able to run with 30 frames + per second on an Ipad. In the future we are thinking about redesigning it and releasing it on the web.

My technical responsibilities were largely the integration of the audio, the speed and weapon types as well as the ghost tracing system. The later was accomplished largely by inputting x and y co-ordinates into an array at a set time intervals, then creating tween using the tweenmax Api library. As well I took the lead role of designing and was the driving force for the ghost system to be implemented.

Please feel free to play the game below.

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Download Now: Forget Me Not Annie

Forget Me Not Annie, is now available for download right now.  Please download and enjoy this game in which the Forget Me Not Annie team has spent so much time building.

 

 

Experience the story of Annie as traverse her mind find answers to her past in this first person puzzle horror game developed in the unreal engine.

Download Here

 

If you would like to support me personally. Please feel free to donate.





Please leave any comments I would love to hear your feedback.

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Game Play Trailer for Forget Me Not Annie Game Play

Here is a quick gameplay trailer. Please take note of the directionality of all the sounds in the game as you play through. Headphones are recommended.

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Forget Me Not Annie.

Forget Me Not Annie is the student project i worked on while at Vancouver Film School.

I was the project manager, as well as sound supervisor for this game. As well with any student project i had my fingers in all sorts of other fields with a heavy focus on puzzle design.

 

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Forget Me Not Annie

This is a quick repost from vancouver game design, this post outlines what the Forget Me Not Annie team is doing and working on.A quick introduction to us:

Brandon Dolinski – Sound Designer and Project Manager
George H.C. – Artist
Anthony B. – Level Designer
Vlad V. – Programmer/Scripter

What is the game about?

Forget Me Not Annie is a first person puzzler which is based around control and the general theme being horror. You play as a 15 year old girl Annie who is trapped within her own mind and has to use her telekinetic
powers with the help of Howard who you are able to summon at any moment to surpass puzzles. The progression of the game relies heavily on the world lay out and the flow/difficulty of the puzzles and induced into it is a unique atmosphere and feel.

Main mechanics

Our main mechanic is the ability to lift up just about any object in the game with your power. Using your controls you are able to modify the distance of the object, basically giving you depth control. Our secondary mechanic is the ability to summon out Howard the big grotesque teddy bear who has a toggle-able ability, Gravity Draw. Gravity Draw takes objects in a certain radius(AoE) and pulls them towards the bear. To mix things up further, you are able to lift the bear into the air, have full control of his position and depth with your power in conjunction with being able to use Gravity Draw all at the same time.

Below you can see 3 fully animated models of Annie, Howard, and a Doctor that is supposedly the size of a mountain (we will get to him in a later blog post).
Also the first level (full tutorial + 2 extra puzzles) takes place within an interior of a hospital, which you can also see a few pictures off below.

We will now update this blog often with tons of new content and cool things to show as we get it! Thanks for reading!!

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