K-OBRIEN.NEOCITIES.ORG

Welcome!
This is my personal portfolio.

It consists of:
Artwork, Jam Games and Prototypes.

Feel free to click around on anything that interests you.


Stuff I use.


Programming

Game systems I have programmed. Mixture of Unity/Godot, all examples use C#.



Dialog System

A dialog system for a point and click adventure game. Akin to the zero escape/phoenix wright games

It is based around "mid dialog events", where in events can trigger whilst the text is playing, leading to some more dynamic dialog.

Features include:
  • Sprite Swapping
  • The speaker's mouth will "blab" while talking.
  • Variable text speeds
  • Sound effects
  • Music changes
  • Screen shake
  • Micro pauses for commas
  • Screen shake
  • Camera control
  • A branching topic selection screen


8 Way Sprite Maker

Does what it says on the tin.

It converts 3D animations to 8 way sprites.

Rotates and photographs a model around in 45° intervals for every frame in the animation. Frames can be ommited to give a retro aestetic.


It also works for non character animations like weapon animations.




Inventory System

An inventory system for a turn based RPG.

  • Player is able to pick up, drop and equip items.
  • Sorted into 6 catagories
  • (Everything,Weapons,Potions,Clothing,Ingredients, and Misc)
  • Items can stack.
  • Features encumbrance (max capacity is based off the parties total strength sum * 100).
  • Equip menu allows the player to toggle what skills are active on a character.
  • Uses scriptable objects.
  • Supports loading/saving via JSON.




UI

UI layouts i have made.

Animations

Small collection of aseprite animations.

HurlyGirl

Contains an idle,attack,hit and an unfinished die animation.

Mushroom Enemy

Idle,Attack,Hit,Die

Oni

Contains a wake up, chase, melee and ranged animation.

Qworble Soldier

Private of the Qworble military. 8 direction walk cycle. Suppose to use a colour swap shader.

Akaname

Tongue lick attack.

Robo fists

First person punch. Two arm components(one mirrored),
should be used in engine to allow for left/right punching.

Drawings

A collection of drawings, done using SAI2.

Knight

Suppose to replace the 3rd party knight from URDC. The colours are funny because of the intended use of a color swap shader in the engine.

Witch

Suppose to replace the 3rd party witch from URDC. The colours are funny because of the intended use of a color swap shader in the engine.

Draco

Axe Murderer

Bridget Icon
Mr.Beezel

A humble butler

Car Guy

Watercolour

Garage

Watercolour of my garage

Adolphus P.Winter

Smaller Games.

Small projects(usually made for a jam).



12th Heaven

12th Heaven is a surrealist ritualistic brawler made for the GMTK 2024 Game Jam. The player participates in a ritual for Flesh which grants MASS which in turn grants POWER. To complete the ritual the player must be the last one standing. The game is pretty short and can be finished in around 5-10 minutes.

One regret I have in hindsight was not adding a way to prevent stalling. I should've added a timer where the enemy would attack if the player took too long.




CulType

CulType is a halloween typing game where you defend a lamb from an increasing swarm of sacrifical cultists. There isn't a lot I would change about CulType, outside of maybe adding an indicator when dealing with spaces beween words. It's basic but it's fun and does its task well, the scoreboard at the end adds a good bit of replayability to the game. Made for the 2021 Spooktober Jam.




Rat War

Rat War is a base defense game inspired by the classic flash game "Age of War". The player buys rats with different abilites in order to take down the neighbouring blue base. Despite looking rather easy, it does actually require a good bit of strategy in order to win. Overall I'm happy with how this one turned out, however I wish I added some more juice to the fighting




Press Shift To Split

Press Shift To Split is a puzzle platformer where you control two sides of the same character. When you split you control both the black and white side independently. White is able to double jump, and black is able to pass through small crevices. The goal of the game is to light all the candles in the level, recombine, and reach the end portal. It was the first game I made, and I think it holds up pretty well.




Untitled Rouglelite Dungeon Crawler

URDC is a prototype dungeon crawler featuring procedurally generated dungeons and character permadeath. The gameplay is admittedly pretty barebones since I was mostly focused on getting the dungeon generator up and running. It was a good learning experience.




Fur & Fang

Fur & Fang is a prototype for a grid based tactics game.
The player controls a party of small garden animals who take on quests for the adventurers guild.

The game features permadeath and random characters.
(5 species (Mouse,Rat,Robin,Frog,Bumblebee) and 4 classes (Fighter,Wizard,Archer,Bard) leading to 20 combinations.)
Classes and species gain access to different skills.

Some skill examples:

  • The Fighter class has "Whirlwind Slash" which knocks back all enemies adjacent to them.
    (Knocking enemies into a wall or another unit will stun them)
  • The Archer gets "Quickshot" which increases in damage the more spaces are between them and their target.
  • The Mouse gains "Lick Wounds" which is a simple self heal.
  • The Frog gets "Tongue Grab" which pulls a unit towards him.

This makes for wide pool for theorycrafting team comps.


Title Screen


Combat


Party editing


Exploration


Beasts of Pantagruel

Beasts of Pantagruel is a monster catcher,DRPG,deckbuilder.

The player takes control of a monk who has to journey out of his monastery and help end the invasion of the demons.

The game is based around the "Les Songes Drolatiques de Pantagruel", which is a woodcut book released in 1565. The book contains 120 surreal illustrations of numerous creatures. Since the book was released around 500 years ago, all of the illustrations are in the public domain.

Monsters acted like decks with healthbars.
Every card and beast had an element(eg. Fire,Water,Earth) and at least one class(eg. Avian,Knight,Clergy).
Monsters could use a card that shared either their element or one of their classes. (eg. A Fire Avian and Lightning Avian could use the same card.)

I stopped working on this because the core gameplay was bad and the code is terrible.
I think I could maybe give it another shot someday if I dropped the deckbuilding element.


Combat.


Picking up an item


Dialog


Deck editing


Survival Horror

The inspiration for this game was to combine the mouse control schemes you'd find in games like System Shock 1 or Ultima Underworld with the combat of the Kings Field series.

The idea was to have weak points on enemies which you would have to target with to deal damage.

Starting area.

I ended up remaking the game in Godot and making the player slash with the mouse instead.

FPS Game

This was a small project I made to learn Godot.

Short combat encounter.

Interactables!

Dialog System


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