Reach out if there are any issues: scott.bassett@hotmail.com
SCOTT BASSETT
Digital Designer & Animator

2022
Kawaii Invaders
FZGames
Global Game Jam 2022
48 hour Game Jam
My role/s:
Artist, Animator, UI, Particle VFX, and Sound
In February 2022, I actively participated in the Global Game Jam 2022, a 48-hour game jam event, representing the team FZGames alongside Ashley Ross (FyreAus), who served as the Programmer. The challenge was to create a game revolving around the theme of "Duality."
The game concept we developed centers on controlling two characters piloting their Spaceships independently, with the objective of avoiding collisions with meteors to prevent destruction. As part of the theme's incorporation, random events occur on a timer, imparting opposite effects on both ships. For instance, some events involve one ship growing in size while the other shrinks, one ship firing rapidly while the other fires slowly, or one ship moving swiftly while the other moves more gradually.
Our team achieved success in completing the game within the allocated 48-hour timeframe. This encompassed the initial idea of mind mapping and sketching, followed by the creation of prefabs and a foundational prototype. Subsequently, we expanded and refined the prototype to create the final product, which was then submitted to the Global Game Jam website. The game is accessible for play under the title "Kawaii Invaders."
As the designated Artist for the project, I undertook the design, modeling, and animation of various art assets utilized in the game. Specifically, I worked on creating 3D models for characters, planets, and meteors using Maya LT 2021. The animation of these assets was accomplished within Unity's Animator. While these assets were essential to the game, my primary focus was on enhancing my skills in particle systems using Unity.
Throughout the development process, I successfully incorporated various particle systems, which played key roles in generating dynamic elements within the game, including the background (stars and planets), character death explosions, and meteor trail effects. I thoroughly enjoyed the opportunity to expand my knowledge and expertise in utilizing the Particle System, enhancing my capabilities for future projects.
Additionally, I crafted hand-drawn 2D icons in Photoshop during the final stages of the project, a quick implementation that was on our "Could Have" list.
We adopted the MoSCoW method during the project, and I found it to be highly effective in guiding our decision-making process. It helped us identify key components to prioritize, align with personal development goals, and maintain project scope and focus.