Naeem Moosajee
Past Projects
Games Developed
The idea for the game was a haunted mansion survival game. You begin the game by picking one of two characters, Hunter Hendrix the American assassin and Yukami Sashia Japanese maid. I created Hunter and another team-mate created Yukami. The choice of character effected some dialogue, battles and endings.
Basic floor plan for two main floor's in the game
The idea for the game was a haunted mansion survival game. You begin the game by picking one of two characters, Hunter Hendrix the American assassin and Yukami Sashia Japanese maid. I created Hunter and another team-mate created Yukami. The choice of character effected some dialogue, battles and endings.
Zombie Fever – Global Game Jam 2012
Genre: Music game
Platform: PC
Players: 1 Player
Engine: GameMaker
Involvement: Game Design, pixel art
Team: 7 (2 PRG, 4 ART, 1 Sound)
Dev Time: 48 hours
This was my first game jam and it was an amazing experience. We are only given 48 hours to create a game based on a theme. Our theme was the Ouroboros, I thought of the idea of humans becoming zombies and eating humans to turn back to normal. I decided on having a main character that we rotoscoped into our game turn into a zombie. The only way for him to return to his humanity, is to dance. The game was essentially Zombie DDR where notes would fly down and the player would have to enter them in the correct order otherwise loose health. We were going for a 70′s theme, so we picked the greatest hits from that era and used that music in the game.
We had a large scope and this was the first time our team was using GameMaker, we had a lot of pixel artists.
A Night in the House of Evil
(ANITHOE)
Genre: Text adventure
Platform: PC
Players: 1 Player
Engine: None, built from ground up
Involvement: team leader, game design, writing, concept art
Team: 3 (1 PRG, 1 PRG/ART, 1 Writer)
This was the first every game I was apart of, naturally it was a text based game with standard text I/O. I designed the text based levels in Viseo while writing the script for most of the areas the player could enter. ANITHOE is a survival horror game where the player must escape the haunted house by engaging in quick time button events while also picking the correct choices in a choose your own adventure style of gameplay.
Numbers would drop down from the sky like DDR, and the player must click them as they appear on screen. Every time you get a correct move, you gain points. If you try and mash all your buttons, you begin to lose a portion of your life bar. If you lose to much life or the arrows hit the ground to often, its game over. The point of them game was to get the best score.
The Theme
Numbers would drop down from the sky like DDR, and the player must click them as they appear on screen. Every time you get a correct move, you gain points. If you try and mash all your buttons, you begin to lose a portion of your life bar. If you lose to much life or the arrows hit the ground to often, its game over. The point of them game was to get the best score.
The game is essentially a tower defense survival game, where you play as Macbeth shooting down hordes of MacDuff’s incoming army. You must survive as long as possible since Macbeth was doomed to die in the original play, it fit in nicely with the rules.
The game is essentially a tower defense survival game, where you play as Macbeth shooting down hordes of MacDuff’s incoming army. You must survive as long as possible since Macbeth was doomed to die in the original play, it fit in nicely with the rules.
Macbeth Tower Defense
Genre: Tower Defense
Platform: PC
Players: 1 Player
Engine: GameMaker
Involvement: team leader, game design, pixel art
Team: 4 (1 PRG, 2 ART)
Dev Time: 1 Week
This was a smaller game created for a Game Design homework project. My task was to take a Shakespearean play and build a game around it. I decided to pick Macbeth and have the game take place at the castle he stayed in. I also created the pixel art for the castle and the changing background. I designed the game to be endless because Macbeth ultimately dies in the play. It is up to the player to get the highest score by surviving the longest and taking out as many enemies as possible.
There is also a nightmare mode where monsters appear to represent Macbeth's hallucinations in the play.
Meteor Apocalypse
Genre: 2D Sidescroller
Platform: PC
Players: 2 Players
Engine: GameMaker
Involvement: team leader, game design, pixel art
Team: 3 (1 PRG, 2 ART)
Dev Time: 1 Week
Another quick game built in within a day. This time my task was to use the mechanics of hopscotch and turn that into a game. I designed the game while also doing the pixel art for the background and character. We added multi-player functionality so that two people can play the game together like the game of hopscotch.
You play as a daredevil character caught in the middle of a meteor shower. You must dodge every single one of the meteors for as long as you can. You can also pick up powerups that make you faster. Sometimes there will be rain appearing making you move slower.
You play as a daredevil character caught in the middle of a meteor shower. You must dodge every single one of the meteors for as long as you can. You can also pick up powerups that make you faster. Sometimes there will be rain appearing making you move slower.
Project Euphoria - Prototype
Genre: 3rd Person Action
Platform: PC
Players: 1 Player
Engine: UDK
Involvement: producer/project manager, game/level design, special FX.
Team: 8 (1 DESIGN, 2 PRG, 3 MODELER, 1 ANIM, 1 SOUND)
Dev Time: November 2012 - April 2013
Awards:
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Ubisoft Academia: Best Marketing Plan
Euphoria Origins is a third person action adventure where the main character uses a unique chain weapon called HCI. HCI can be used to impale, drag, grab and throw enemies while also being useful for swinging around the map.
Tasks
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Designed gameplay and attacks, creating a game design document for the game
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Iteratively prototyped a level concept using UDK, blocking out main areas
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Developed all particle and special effects for the game using Unreal Cascade
HCI - HYDRA Chain Interface
Red Dawn - Prototype
Genre: 3rd Person Action
Platform: PC
Players: 1 Player, Multiplayer LAN (2+)
Engine: Ogre3D, Havok, Winsock
Involvement: team leader, designer, HUD/GUI artist, audio, general programming.
Team: 6 (4 PRG, 1 MODELER, 1 ART)
Dev Time: School Year
Awards:
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UOIT Game Con: Game of Show
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UOIT Game Con: Best Gameplay
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UOIT Game Con: Best 3rd Year Game
Red Dawn is a multiplayer ship combat game where the player can unleash a barrage of cannons, flames, bombs and a seeking harpoon missile at their opponents.
Tasks:
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Designed gameplay and player attacks, creating a game design document
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Designed level layouts and created level blockings in Photoshop with legends, gameplay progression, enemy spawns, etc.
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Created basic GUI and HUD
Proposal Simulator
Genre: Simulation
Platform: PC
Players: 1 Player
Engine: Unity3D
Involvement: designer and programmer
Team: 1
Dev Time: 1 week
Theme: "Follow your heart"
This was a short game given constraints for one of my game design classes. I decided on using some prefab objects free from the Unity store. I created and placed the terrain of the world, while also designing and developing the level. I had the heart follow a spline that moved with the beat of the song. When the player would stay within a set radius of the heart, more NPC's would spawn and dance while populating the level. This would eventually lead to the finale where the player will walk down a straight road to be proposed to by a virtual boyfriend.
The point is to literally "follow your heart" while it dances and moves to the beat of the Bruno Mars song, 'Marry You'. The closer you follow it, the more NPC friends spawn to dance. The heart will eventually lead you to the finale proposal.
NPC's dance to the beat of the Song
He proposes
The point is to literally "follow your heart" while it dances and moves to the beat of the Bruno Mars song, 'Marry You'. The closer you follow it, the more NPC friends spawn to dance. The heart will eventually lead you to the finale proposal.
Ultimate Gladiator Colosseum 80 A.D. - (UGC)
Genre: 3D Gladiator Fighting Game
Platform: PC
Players: 1 Player
Engine: None, Built from the ground up (OpenGL, FMOD, Nvidia CG)
Involvement: team leader, game design, graphics/shader programmer, general programming
Team: 6 (3 PRG, 2 MODELERS, 1 Sound)
Dev Time: 1 school year
UGC is a gladiator fighting game in which the player must defeat various challengers and gladiators in order to be the ultimate gladiator. The player is armed with a shield, sword and spear and must master the way of the gladiator in order to come out on top!
Click here to read the development blog for more info.
Tasks:
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Designed gameplay and player attacks, creating a game design document
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Wrote a toon shader using sobel edge detection and a modified version of the lighting done in Team Fortress 2 using Valve's documentation
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Assisted in gameplay programming and the development of the animation system and animation blending
You play as a Lego styled gladiator. Fight in the Colosseum or explore the wilderness and complete quests!
You play as a Lego styled gladiator. Fight in the Colosseum or explore the wilderness and complete quests!
Haunted Kin
Genre: 2D Side Scrolling/Fighting Game
Platform: PC
Players: 1 Player
Engine: None, build from ground up
Involvement: team leader, game design, pixel art
Team: 5 (2 PRG, 3 ART)
Dev Time: 1 Semester
Haunted Kin was the second game I built. Right after my first semester, we were given a base sprite project that had a basic OpenGL set-up with the ability to load images as sprites.
The player would be able to choose between the magician, warrior and assassin, each with their own powers and benefits. The player would engage in classic 2D side scrolling gameplay with over the top attacks fighting major bosses at the end of the level.
Tasks:
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Designed gameplay and player attacks, creating a game design document
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Pixel art for Hunter character. Hunter had 3 main attacks and the ability to trasform into a wolf
I decided to make a spin-off our old text based game ANITHOE, where Haunted Kin was the 2D sequel. This time we had 3 playable characters each with different strengths and weaknesses. Sprinkles the Mage, Mikami the warrior and Hunter the assassin. Each character had different attacks and can be leveled up to become stronger.
Hunter had several hunting tools placed in weird areas around his clothing.
I decided to make a spin-off our old text based game ANITHOE, where Haunted Kin was the 2D sequel. This time we had 3 playable characters each with different strengths and weaknesses. Sprinkles the Mage, Mikami the warrior and Hunter the assassin. Each character had different attacks and can be leveled up to become stronger.