Hello. I'm Liam W. Day
I am a game programmer, designer, and developer. I am currently pursuing my Bachelor of Arts degree in Game Design & Development from Quinnipiac University, graduating in May 2021. My game interests include playing, critiquing, and creating games for a variety of players. I draw inspiration from current and past movies, literature, games, and current events in the world. I also like to dabble in pixel art for my own entertainment.
My contributions: Designed and programmed the player controls, enemy AI, a system that tracks the player’s level completion times and deaths, and all art within the game.
Music by: 憂鬱
Project: Roll-A-Ball is a 3D platformer game with linear, but challenging levels. The game takes place in an abstract, retro environment with various obstacles and hazards the player must overcome. The player controls a ball with simple controls of jumping and rolling to make it to the golden diamond goal at the end of each stage.
While the controls and goal of getting from point A to B are simple in concept, they are designed this way so that the player can focus all their attention on the platforming, which is the main challenge of the game.
I designed the layout and land models for all the levels in the game. The textures of the levels are color-coded so that the player can easily differentiate what’s a floor, ramp, or wall.
The levels also have a checkerboard texture applied to them so the player can get an easier sense of the depth of where they are, and how they are moving on the level.
My contributions: Designed and programmed all player controls and throw mechanics, and created all pixel art.
Violet Land is a 2D action puzzle platformer game created for those who enjoy a little violet/violent gameplay. The game includes grabbing and throwing enemies to make your way past the various obstacles, enemies, and puzzles you come across. The game has been well received in the college gaming community and promoted gales of laughter as the enemies exploded into red fragments.
The idea of grabbing and throwing enemies was inspired by one of my favorite throwing mechanics from the game, Kirby: Nightmare in Dreamland. The ability “Throw” in the Kirby game allows you to grab enemies and throw them in any direction to destroy walls or to kill other enemies who come into the path of the thrown enemy projectile. Of Kirby’s various abilities, I found the “Throw” ability to be the most fun, however, I found it to be underutilized within the game. So I decided to create this game, that focuses entirely on being able to grab and throw enemies as much as the player wants, to showcase this mechanic.
My contributions: Programmed the ability to move, scale, and change opacity of the image, created system that memorizes the paths to previously chosen images, designed the graphics and functionality for the UI
FacePaint AR is an Android camera app that allows the user to place any image from their phone onto their face live from their camera, and to take a picture with the image on their face to save to their phone.
The user can scale, change the position, and opacity of the image to their liking so that it matches how they desire the image to be “painted” on their face.
Since the amount of images the user can choose is nearly endless, there are tons of possibilities of what the user can place on their face and how they can experiment with the application.
This idea was inspired while using Snapchat, which included a filter to place a picture of someone else’s face upon your own. However, on some occasions, the filter would mistakenly choose a faceless image which allowed me to place this image upon my face. I liked being able to see how these regular images appeared on my face, but this could only happen by exploiting the filter to detect a false positive of an image, which did not occur very often. Because of this, I decided to make my own app that allows the user to place any image from their phone onto their face with no limitations on what image they want to choose.
"The pacing of the story in the beginning is kind of awkwardly paced. I would have liked a moment to gain my bearings before having text immediately showing up on the screen. Perhaps show a scene of the character slowly getting up while looking dazed and confused to enforce the feeling that the character has no idea where they are and that this is not the kind of area they’re used to. After a few seconds, you could have the scientist start talking from a telecom acknowledging that the character finally woke up..."
"The graphics look great, especially for a game that was made in only 1 week. It has the blocky style of every single object being made out of simple shapes, including the player character himself. The lighting is incredibly smooth, giving the colors a gradient look to them which makes them not only beautiful to look at, but fitting for a minimal style. The enemy graphics contrast well with the dark background, so it’s easy for the player to scan for enemies when they’re looking around. The large structures in the background really make the areas feel more alive, like if you’re in another world..."
"While the instruments do fit the theme of dark ruins in a cave, it gets kind of irritating hearing the main melody play the same 4 notes repeatedly. I don’t know much about music, but perhaps the pitch of the 4 notes should change in variety as the song goes on, and then eventually overlap a new main melody over the old one which would transition the old melody to a background instrument? ..."
"You should try introducing one mechanic, and then have a few levels that involve utilizing that one mechanic in baby steps before moving on to something new. That way, you can ensure that the player knows how to use their new tools. During later levels, you should throw in certain stages that involve utilizing one mechanic more than the others in order to double check and make sure that the player still knows how to utilize every tool at their disposal..."
"The puzzles that the game has are well executed. You treat the player as if they were smart and allow them to figure out all the aspects of the puzzles themselves. It’s also cool that the puzzles teach the player how to use new mechanics correctly, that is an example of some good game design. "
400 x 488 px, 3 colors
The goal of this portrait was to create a character that portrays a miscreant and villainous nature. There could be a specific story that goes with this character or a story can be conceived by whoever is looking at the picture. This fantasy portrait can represent the inner being of someone you know or maybe someone you would rather not know.
247 x 222 px, 12 colors
In this pixel art piece, I wanted to create a scene with alien creatures floating, providing the viewer a sense of depth, from the barely visible creatures to the up in-your-face alien. I wanted to depict the movement of the alien tentacles as if they were moving fluidly, slowly swimming through the air. Some of the curves of the tentacles move in a wavy motion, with some waves being in different placements than others to give some variety to the silhouette. The alien that is in the forefront was challenging and was a huge exercise in calculating lighting as well as dithering shading.
This picture was inspired by a dream. In the dream, I looked out the window and I saw strange jellyfish-looking creatures floating around in the bright moonlight. The dream ended when one of the aliens went right up close to the window.
78 x 195 px, 2 colors
The goal of this picture was to depict the emotion of absolute terror but could be interpreted as many different emotions depending on the audience. Someone else may see panic, or shock, dread, or horror. Using only two colors, the viewer should have a sense of uneasiness when experiencing this image.
100 x 100px, 16 colors
This is one of the first-pixel art pieces that I created. In this piece, I challenged myself by only allowing myself a limited amount of color to work with. This piece utilizes only 16 colors. While this limited color palette challenge was just for fun, it actually taught me how to assign colors in an optimal way so that I could maintain a consistent color palette within an art piece.
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