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ARTIST AND GAME DESIGNER

"Sachiterasu" 

TRISTAN IRISH

I'm a Unity-Oriented Game Designer that specializes in Game Mechanics & Scripting. I am also an Artist that specializes in Character Art.

College I'm Currently Attending:
Embry Riddle Aeronautical University (Prescott)

Major:
Simulation Science, Games, and Animation (SSGA)

My Games #3

01

THIRD-PERSON SHOOTER

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DESIGNER

In this game, you take the role of a flying fox girl with jets for ears and metal boots who loves to fly and kick things.

This game is a 3D flight bullet hell game inspired by the Touhou series by ZUN

 

Some Skyboxes and Textures are currently AI Generated but I plan to phase that out when I have the chance.

I have developed this game's code, mechanics, music, and more singlehandedly.

02

Experiment
 

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DESIGNER

This is not a game, but just me following some tutorials. 6 of them are viewable at runtime.

Tutorials presented:

State: Baron ch4 and ch5
- The state allows one "state" to run at a time so that other "states" can be left standalone and not conflicting. It decouples code into states.
Event Bus: Baron ch6
- An event bus keeps track of events, and can detect when events happen. It decouples publishers and subscribers, publishers making the events and subscribers receiving them.
Command: Baron ch7
- A command pattern takes "commands" as input. I have demonstrated how it works by replaying the movement when prompted.
Object Pool: Baron ch8
- Stores objects as inactive in a pool so they don't have to be instantiated, which saves on processing time.
Observer: Baron ch9
- An observer will observe if something interesting has happened, and is less specific than the Event bus.
Factory: Baron 1st Ed Factory
- A different method of spawning in objects, as it breaks it down into Object Types and spawns things based off that. I demonstrated this with Text Objects.

03

ANGRY BIRDS-LIKE

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DESIGNER

This is to implement the Single Responsibility Principle of SOLID to separate functionality and make it easier to modify. I did this by separating a Health class into a health bar, different ways to calculate damage, etc.

Multiplayer Games

01

CREATOR - Tristan Irish

ENEMY MODELS, LEADERBOARD PROGRAMMER - Konnor Montoya

This project is a complete reimagining of NovaBorn, my first project, now in color and multiplayer. It keeps the same principles in mind, allowing for free movement of the player and has 3 unique enemies for you and your friends to shoot at. Unlike the original project, the tutorial followed for NovaBorn 2 is the Battle Royale Multiplayer Projects tutorial by Daniel Buckley through "Spawning in Players - Part 2".

After submitting the assignment as a multiplayer project, I took it and added a small singleplayer campaign for GDC.

The levels are designed with the players movement kept in mind. The player's main ability is a super jump, which propels the RigidBody up to a good height, allowing for some floaty parkour to take place in the map.

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Extensive use of Photon allows players to be expressive as the arm positions are synced across all clients seamlessly. Animations give both the players and enemies character, and this is also synced with Photon. An animated skybox in WebGL is also present. The game itself has two game modes, depending on which map you chose (Battle Royal and PVE)

 

Music is Original, and this is the second project I created original music for, the first one being NovaThon.

02

RUNNER

DESIGNER

A Novaborn... In 2D!
This little project was required to be in 2D for my class, so it exists. It has no mission, but it solely existed to test how I could deal with synchronized sound and Enemies. Most code from this test game was used in Novaborn2.

I somewhat followed the RPG Multiplayer Projects tutorial by Daniel Buckley through "Camera Controller".

03

ANGRY BIRDS-LIKE

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Le Chapeau Char

DESIGNER

Unfortunately, this little game never came to be. It was an orthographic "King of the Hill" hat game, and I made this one feature little tanks. It was my first voyage into the world of Photon PUN.

This was based off the  "Intro to Multiplayer Game Development" pdf by Daniel Buckley (pp. 32-50), but also can be found on Zenva Acadamy.

My old games

01

THIRD-PERSON SHOOTER

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DESIGNER

This project is a rendition of HeroBorn, a tutorial third person shooter that has the player collect a number of items to win the game, made by Harrison Ferrone and detailed in his book "Learning C# by Developing Games with Unity." Unlike the original project, NovaBorn is designed with the movement and mobility of a rigidbody player in mind, as well as simple AI that shoot at and follow the player around the map, and even off ledges. The level is designed with these kept in mind. The player's main ability is a charge jump, which propels the RigidBody up and forward based on how long the Space Bar was held. Also experiments with particle systems, focusing on the trails.

Tank controls- WASD
Hold space to charge a jump, release to jump.
[Enter] or [R Shift] to shoot.

Power ups:
Orange- rapid fire for 20 secs.
Blue- Shield.
Yellow- Health

Strategies: 
ZigZag, charge your jump, and use corners!
Circle around your enemy to get them in view quicker, and safer.

02

RUNNER

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DESIGNER

​My rendition of Cubathon, a tutorial runner style game by Brackeys. The second in the "Nova" series, this game is a runner style game, using Rigid Body physics to define itself. While a basic test, it also features UI animations for the Menu and when the player enters a trigger at the end of the level. Each Sphere is controlled via trigger, telling it when to apply a force to itself.

03

ANGRY BIRDS-LIKE

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DESIGNER

​A rendition of the tutorial project Terrible Tweeters, a 2D Angry Birds style game by Jason Weimann. What separates Jettison from theirs is variable enemy states, that can be toggled, and rigidbody projectiles fired by enemies depending on if their angered state is on or off, allowing for a little bit of diversity in level design and a bit of unique challenge. This was also an aesthic experiment in level design, trying to resemble Geo's Adventure Zero, which I worked on remixing the music for (Permission was granted to use the sprite sheets as assets in this short project).

Site Still Under Development.
Stay Tuned!

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