MICHAEL GUEVARA

Game Designer, Programmer, Producer

UNIVERSITY PROJECTS

Project: DUNE DECAY - UNIVERSITY DEMO

Active Dates: 2024-2025

Development Time: 8 months

Tools Used: Unity, Visual Studio Code, Piskel, Photoshop, Aceprite, Beepbox

My Role: Producer, Lead Designer, Lead Programmer, Artist

Summary: As my senior thesis as a Game Design Major at George Mason University, me and 5 others got together to create an rouge-lite RPG with the intention of showing off our particular skillsets. In my case, this project is an opportunity to show my programming, design, and leadership capabilities. Dune Decay is about braving the depths of a mega-dungeon to stop an ancient evil before it awakes - even at the cost of your soul and body.

Project: SPLIT - UNIVERSITY DEMO

Active Dates: 2022-2023

Development Time: 8 months

Tools Used: Unity, Visual Studio Code, Piskel, Photoshop, Beepbox

My Role: Producer, Lead Designer, Lead Programmer, Artist

Summary: You play a slime monster with the ability to split yourself (thus the name) into various clones of the player. These mini-players can grow themselves, and replace the player if the prime player dies. They can also be thrown for long-range combat options, and even be necessary to progress through certain levels and solve puzzles that require an extra set of hands pseudopods. This served as the midterm & final for the 310 course at George Mason University.

Project: Spell-crafting System Recreation

Active Dates: 2024

Development Time: 2 weeks

Tools Used: Unity, Piskel, Visual Studio Code

My Role: Designer, Programmer, Artist

Summary: As the final for the GAME 330 course at George Mason, I was tasked with recreating a mechanic from another game, as an exercise in programming. I chose to create a spell-crafting system, and given both the complexity of the task as well as the crunch I was under, I am fairly proud of the result, especially since I had some time left over to create some miscellaneous scripts (AI behavior, Inventory management, etc.).

Project: Space Desert

Active Dates: 2024

Development Time: ~1 Month

Tools Used: Unity, Audacity, Visual Studio Code

My Role: Producer, Lead Designer, Lead Programmer, Lead Composer, Lead Sound Designer

Summary: This project served as my final for the GAME 367 course at George Mason. The goal was to create a space and effectively provide atmosphere to that space with well-placed level design, authentic sounds, and appropriate environmental tracks. I myself was solely responsible for the design, programming, UI, documentation, level design, and about half of the music & a third of the sound files.

Project: Mason Salvation Force

Active Dates: 2024

Development Time: 4 Months

Tools Used: Unity, Visual Studio Code

My Role: Designer, Programmer

Summary: Embark on an adrenaline-fueled adventure through the hallowed green halls of George Mason as the Mason Salvation Force! This game serves as the culmination of a semester’s worth of worth as part of the GAME 410 course at George Mason. Alongside 20+ other classmates, I was responsible for the enemy design and programming of the spider enemy specifically, along with other miscellaneous design & coding details.

Project: Unreleased Personal Project

Active Dates: 2021

Tools Used: Piskel

Summary: This is an environmental tiled sprite-sheet I drew using Piskel. The intended use was for a top-down 2D game set in a desert dungeon. Each tile is 16x16, in a 256 total pixel-wide grid. Some animations (such as the coin spin, and the burning brazier) were made within the tile-sheet, both to use the maximum available space efficiently and to breathe some life into the artwork.