Portfolio
- SOLO PROJECTS
- Learning Unreal Engine
Android Game Development - Charge of the Light Brigade
- Newton's Playground
- GROUP PROJECTS
- Fear Box
- Mouse Maze
- Lies and Disguise
Overview
My first project as a professional, I authored a guide titled "Learning Unreal Engine Android Game Development" for Packt Publishing, Birmingham UK . This 250 page book, was aimed towards developers who have little to no knowledge on Unreal Engine 4, wanting to develop games for Android platform using it. From the very basics, like how to download and install Unreal Engine 4, to the more advanced topics, like how to publish your finished game on the Google Playstore, all are covered in this book. This guide is aimed to provide a foundation, upon which the readers can further build their skills. The book was published on the 30th of June 2015, and has been getting good reviews on Amazon. If you wish to purchase the book, you can do so by clicking on the following link. Here is the link to the book on Amazon. |
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Charge of the Light Brigade from Nitish Misra on Vimeo.
Overview
This is something I made in my third year in University for one of the modules. The idea behind the module was to take a non-visual piece of literature, such as a short story, poetry, novel, musical piece, etc. and had to create a visual representation of it. That being said, I chose the famous poem by Alfred, Lord Tennyson, titled "Charge of the Light Brigade". This poem was written during the Crimean War, between 1853 to 1856, between Britain and France, and Russia. This poem talks about the infamous and courageous charge of the British light cavalry against a Russian artillery battery. Initially, the plan was to for the light cavalry to assault a retreating Russian artillery, however, due to miscommunication in the chain of command, the cavalry instead went for a different artillery, which was well positioned and prepared. The cavalry, even after realizing that there had been massive blunder, chose not to retreat and keep marching on, into the "Valley of Death", as Tennyson describes it. The poet captured the feeling of hopelessness and confusion of the futile charge, and praises the troops for their courageous skirmish, knowing full-well that it was not going to end well for them. In my level, I tried to capture and portray exactly the same feeling. The main priority of the level was to create the atmosphere, of hopelessness and sheer devastation. The player takes role of a wounded soldier, walking around the battlefield, looking around, seeing the utter chaos. At various checkpoints, marked by a flag, excerpts of the poem pop on the screen, to further strengthen the atmosphere. After moving through the battlefield and reaching the final checkpoint, the character ultimately succumbs to his wounds and passes away. One of the main inspirations for this level was the scene in Call of Duty 4, after the nuke detonated and crashed the helicopter. The wounded Marine (The player), crawls out of the wreckage, looks around, and ultimately meets his demise. Tools Used Unreal Development Kit Photoshop CS5 Maya 2013 Mudbox |
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Overview
This was my honours project. Ever since games made the scene in the 1960's, many attempts have been made to use this highly interactive medium as a learning tool. However, apart from a few successful titles, such as "Where in the World is Carmen Sandiego" and "America's Army", the majority of educational games have failed to be successful, both commercially and critically, and as a result, have earned a bad reputation amongst game developers and the audience. What designers of educational games fail to understand is that all games, be it Angry Birds or Eve Online, require learning, since the players have to familiarize and learn the rules and the mechanics of the game in order to beat them or get better at them. Instead, designers just superficially add the learning elements on top of the game. Moreover, educational games are less visually appealing, less complex and less challenging than their non-educational counterparts, hence fail to perform well, as compared to the non-educational games. Newton's Playground, an puzzle-based educational games, tries to deliver a challenging, fun experience, yet still be educational. The prototype intended to educate the players about the Newton's Laws of Motion, with them being the core mechanics of the game. Tools Used Unreal Development Kit Maya Photoshop CS6 |
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Overview
This is a project I worked on for the Horror Game Jam. The game jam was held by the National Theatre of Scotland, in conjunction with Quartic Llama. I was the content and puzzle designer for the game "Fear Box". The game involved moving colour orbs to their respective portals, by sliding the panels on the walls. The game was featured in the National Theatre of Scotland's website. The game was featured by the National Theatre of Scotland's website. The game can be played by clicking on the following link: http://otherdundee.com/portfolio-categories/games/ Tools Used Photoshop CS5 Maya Unity |
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Gameplay Footage from Nitish Misra on Vimeo.
Mouse Maze Trailer from Nitish Misra on Vimeo.
Overview
This is a project that I worked on for one of my modules. The game was a tile based puzzle game for Android. I worked as the producer. The team worked in conjunction with Outplay, a company based in Dundee, Scotland. My main role included:
Initially the methodology used for development was Cyclical. The initial development plan was: |
However, the methodology did not fit, and was then replaced with Agile, with weekly sprints. The team would meet up once a week. In this meeting, the team would discuss the progress they had made and if they were facing any difficulty. After having done that, the team would then be assigned tasks for next week's meeting and so on. This method proved to be much more effective than cyclical and therefore the team had more time and tweak and polish the final game.
This method also ensured that there was a new build of the game every week, each build with new features or improvements and tweaks. The build would be evaluated and the project would be planned accordingly. The development flow was as follows |
This proved to be a much more effective and suitable methodology for our project. The project went smoothly and without much problems and we ended up developing a game which met the brief and was liked by the clients.
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Overview
This is a project I worked on for the Global Game Jam 2014. For this project, our team decided to develop a side-scrolling game titled "Lies and Disguise". In the game, multiple players would start off in a house, with one of them being a murderer and the rest survivors. The objective of the murderer is to kill all the survivors and the objective of the survivors is to find out who the murderer is and either kill him or survive till the time ran out. The game got a mention in an article in edge magazine. (http://www.edge-online.com/news/global-game-jam-2014-a-game-development-saga/) My role in the project was designing the level and the user interface for the game. The game's aesthetics was stylized, similar to The Jetsons and Scooby Doo. The level was designed keeping this in mind, with house having crooked walls, floors, and ceilings. The house had multiple levels, with doors connecting each level. In each session, the doors would send the player to a random level. The levels also had trapdoors located at various spots, which the players could use to drop to a lower level in the house. The following are the various designs for the level. |
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The above slideshow shows the development of the level. The following image is the final level used in the game. The brown rectangles represent the doors, and the yellow rectangles represent the trapdoors.
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The game's aesthetics also influenced the design of the user interface for the game.
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