THOMAS SPALTER, Game & Software Developer

Games
As a game designer, I really want to highlight the projects that I've gotten to work on. Through the games I've been a part of, I've gotten to learn how to use pre-made engines like Unity, and how to develop my own engines from the ground up. I've gotten to learn from people who understood the technology better than I have while leading projects as the producer. I've gotten to learn a lot, and I hope to continue learning even more. Please enjoy and I hope you find my selection fun!

Ball 2 the Wall (B2TW)
As part of the final year of my master's program, I worked on a team where we built a 3D game engine from the ground up and developed a puzzle platformer named Ball 2 the Wall. In the game, you control the player ball in the foreground and must push buttons and maneuver around obstacles to help the pink ball in the background reach the goal! I was the team's producer, lead artist, gameplay designer, and level designer!

ConCaveity
Working on a team, ConCaveity is a stealth platformer inspired by older games like Impossible Mission. The goal is to get through the room avoiding guards, collecting keys, and fighting bosses so that you can get to the end of the room! This was my first time playing the role of producer for my team, but I was also the lead game designer, game artist (including the lovely eye boss seen above), and UX programmer!

Breakout EFFECT
Taking my first step into learning how to build engines from scratch, I created this game mainly following a tutorial to create a really fun breakout clone! This was done entirely by me, and includes special effects like particles, postprocessing, power-ups, and even a simple AI in the form of an "enemy" paddle!

Linked Legend
This game takes turn-based combat to a new level! The game begins with two soldiers duking it out with simple weapons, but once the battle is over, time is rewound with an additional soldier on each side! The two players must choose the best additional soldier to add to their side, some more aggressive, some more supportive, while the battle continues to use data from the previous round! I helped with the game design, weapon balancing, and level design and layout!

Starmander Strategy
In this game, my team and I explored working with real-time strategy mechanics. You play as a star explorer who must accumulate gold by building structures and defeating enemies in order to progress to other areas of the planet and upgrade your character! I helped with the game design, art assets, and terrain and level design!