Chroma Block : a simple falling-blocks game that centered around the matching of a gameplay experience to the audio.
For this project, the mandate I had given myself was to come up with a gameplay that was centered around the audio dimension of the game, so I ended up working on a rhythm game with the help of a couple classmates, but most of the project was realized on my own.

The challenge I ended up settling on was to make the falling blocks in my game follow a rhythm, more precisely a BPM, that I would indicate based on the selected song playing on different levels. The core gameplay is there, but the project could use some polishing & juice in order to bring it a bit more dynamism.

The project was realized through the Unity game engine, while the scripting was done through Visual Studio in C++.
Mobile Friendly : this is another project of mine I considered would port itself well to a potential mobile market, therefore I decided to use a more mobile-like screen interface. The idea was also to restrict player movement in the scene in order to generate a feeling of nervosity while playing the game and, once the player picks up the rhythm, a certain state of flow.
Time Management : I decided to opt for a "simple" gameplay in order to maximize the time I could put on the programming and integrating, which I knew from the get-go would be a challenge for me on this project. Once I had the basics of the what I needed code-wise, I was able to iterate and add to the core foundation I had already determined.
New Challenges : it was a learning experience for me to get a bit more familiar with programming and integrating in the context of videogame development, especially a language I'm not as used to.
Made in Unity : for this mostly-solo project, I wanted to use an engine I was comfortable with, so I went with Unity - but I still learned a lot on how scripting works in the engine.
Chroma Block
Published:

Chroma Block

Published: