Welcome to my page, I'm Jake Whitfield a game developer from Victoria, Australia. I have experience in many different aspects of development including programming, design, 3D modelling, rigging, animation and project management. I completed my Bachelor of Computer Science / Games and Interactivity at Swinburne University of Technology in 2023, undertaking a major in Games Development and advanced minor in 3D Modelling and Animation.
I have 4+ years experience with Unity and have begun learning development with Unreal.
Name: Mudslappers
Genre: Party, Fighting, Local Multiplayer
Role: Project Manager, Gameplay Designer, Lead Programmer
Showcased at PAX Aus 2023 and SXSW Sydney 2023
The goal for Mudslappers was to create a fast-paced, skill-based game, which presented obstacles relating to player strategy and behaviour with the elimination format of the game. The following are key points I designed and implemented to solve the numerous challenges we faced.
Skill-Based Gameplay
The Problem: Hitting other players feels luck based as to who is sent back
The Solution: In addition to completely reworking the knockback system, different knockback multipliers were applied depending on the part of the player that hit an opponent. The mudskipper was split into numerous sections including the head, the main tail and the tip of the tail. Getting the timing and positioning right to hit another player with the tip of your tail rewarded players with a larger knockback multiplier, whereas the safer option of getting closer and hitting with other sections delivered a weaker knockback.
Fast-Paced Gameplay
The Problem: Players hiding to allow each other to lose their lives before joining at the end
The Solution: Players can increment their knockback multipliers the more they interact with the environment and each other, leading to them being more powerful. When players hit other objects or players, their multiplier increases, when they don’t interact with anything for a set amount of time their multiplier begins to decrease. This alongside the implementation of a sudden death timer forced players to seek out fights with each other rather than hiding in the safest parts of the map.
Player Knockback
The player knockback interactions were iterated on numerous times throughout development, originally starting as simple as the player traveling the fastest would knock the other back, to the final iteration of a rock-paper-scissors style system.
First checks were done on what type of attack the players were doing, if they were different to each other, they would see if they had the winning move and if so, apply the knockback to the loser.
In the event the players both were doing the same attack, the system would check what section of the player was colliding, with the body being stronger for certain attacks and the tail being stronger for others. In the event of them colliding in the same position with the same attack, the collision would be classed as a draw and both players knocked back.
Name: Weight it Out!
Genre: Puzzle
Role: Designer, Programmer
Honourable Mention GameXcellence Awards - 2024 Prototype Game Awards
Name: Wild Lasso
Genre: Top-Down Arcade
Role: Designer, Programmer
SXSW Sydney 2024 CowboyJam Shortlist Showcase