
Rushing Tide
Rushing Tide is a Rushing Tide is a 2D free-movement game produced by a 12-person team under DigiPen Institute of Technology from Sep 2021 – Apr 2022, of which I served as a Game Designer leading the implementation of gameplay mechanics.
- Communicated with interdisciplinary teammates to ensure custom engine could support design directives
- Rapid-prototyped 7 character controllers & 5 enemy AI variations
- Implemented 3 levels in custom engine
Rushing Tide’s Trailer
Overview
Rushing Tide is a weird one, since we rescoped so many times due to the limited usability of a custom engine and to put less strain on our artists. Fortunately, that gave me a lot to do, since I was primarily in charge of prototyping player and enemy behaviors in Unity. I’m fairly happy with the finished result, though I do wish the game just had more content.
Player Movement
The earliest version of this project had the dolphin going around in a water bubble with momentum akin to Sonic the Hedgehog. Very quickly, that was scrapped in favor of a 2D free-form sidescroller, still with an emphasis on speed, basing it off Ecco the Dolphin (looking back, someone on the team was definitely a Sega fan).
- Created 7 versions of the player controller via Unity rapid-prototyping in C#, referencing the game feel of Sonic Mania, Ecco the Dolphin, Donkey Kong Country: Tropical Freeze, and Kirby’s Epic Yarn
- Extensively playtested player controllers to decide which to move forward with

Prototype Player Character


Prototype Enemies
Enemy Behaviors
Aside from the player controller, the main thing I focused my time on for this project was creating engaging enemies.
- Created 5 enemy types via Unity rapid-prototyping in C#, mostly based on Jetpack Joyride, weirdly enough
- Modified enemy types post-implementation basen on playtesting & user feedback
Rushing Tide unfortunately does not have a download, since Google Drive thinks the executable is a virus.

