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.