Hey there! I am Pedro Fonseca a Bachelor of Computer Science and Cognitive Science from the University of Michigan. A tough journey lies ahead as I dive head-first into game development and there is no better way to swim than getting some strides going. Below you will find some of the best works I have in my pocket as of this moment. All of them are made under immense time pressure making sure every second of time meant something to the end result. Take a gander and let me know what you think!
A case study on the rogue-like, bullet hell Nova Drift featuring endless waves of enemies with unique upgrade paths. Built on a team of 49 students over the course of 3 months.
The WolverineSoft team developed Project Nova through the Unity game engine and C# scripts. Project management was handled through the Jira Software, documentation was recorded in Confluence, and version control utilized BitBucket which I personally paired with SourceTree. Play now for free on Steam!
PlayTap your way through 300+ levels in this tap, lap, car game.
The AppStop.io team developed OTVL through the Unity game engine and C# scripts. Project management was handled through the Asana Software, and version control utilized Github. Play now for free on the App or Google Play Store!
PlayA VR application that makes you a better public speaker by honing your skills of projection, eye contact, and gesturing.
I developed this with five partners through the Unreal game engine and VR framework. Most of of the code was written via Blueprints, but some utilized c++ to allow the user to import their own notes. Project management was handled through the Jira Software, and version control was handled with Github. Make sure to visit our website below for devblogs from our 4-5 week journey in Unreal!
WebsiteMade as the final class project for EECS 494: Intro to Game Development. The development occurred over a month and a half with playtesting occuring each week. I picked a good house to pick my way into. Not a soul inside tonight... I heard the owner keeps a gem around here somewhere. CREEEEEEEAK! Gotcha. Not even one alarm trigg- Caught by a mage in an attempt to steal a transmuting gem, our "heroic" thief becomes nothing but goo. Ironically the gem is the only chance at transforming back to human form. As such he must continue the theft... as a slime. Sling the thief like a golf ball across 5 shelfs filled with perilous magics left behind to torture slime people who dared to cross the mage. Careful. The mage leaves the gem just within your grasp only to watch you squirm.
My team developed "Slime-Handed" through the Unity game engine and C# scripts. Project management was handled through the Jira Software. I made the slime model we used in game through Blender. Our artist formed the comic strip art through Adobe After Effects and the editing of images and sprites for the purpose of trailers, devblogs, and particle effects, were done through GIMP. You may find a Windows and Mac build as well as dev blogs for the game below!
BlogMade as a class project for EECS 494: Intro to Game Development. Features the first dungeon of the original NES class "The Legend of Zelda" and a custom level where you might feel like you are seeing double. Thank you Melissa Fang for being a great partner!
My partner and I created this version of "The Legend of Zelda" through the Unity game engine and C# scripts. Project management was handled through the Jira Software. A WebGL build was then hosted to itch.io which you may find below!
PlayMade as a rapid-prototype for EECS 494: Intro to Game Development. Features a mix of known stamina mechanics and temporary invincibility mechanics with a flying auto-scroller. Migration has already started and you were snoozing off! Fly through the the forest avoiding falling snowing and keeping your stamina up with wind bursts to catch up with your flock!
I created "Left Behind" through the Unity game engine and C# scripts. Project management was handled through the Jira Software. A WebGL build was then hosted to itch.io which you may find below.
PlayA special rendition of the CSE lab in the Bob, Betty, Beyster Building that has mysteriously been overrun by ninjas.
I developed this with one partner through the Unreal game engine and blueprints. Project management was handled through the Jira Software, and version control was handled with Github.
An AR tourist app encouraging you to explore Ann Arbor to plant trees and get rid of critters which might hinder their value.
I developed this with one partner through the Unity game engine and AR framework. The mapping data was gained with Mapbox technology and altered to fit our needs. Project management was handled through the Jira Software, and version control was handled with Github.
Made for the WolverineSoft 2022 Turkey Jam on a team of 4. We were given 48 hours to construct a game around the theme of "flourish". You are challenged to a duel of wits, beauty, and flourish! You know each of your opponents moves, but do you have the right card up your sleeve to counter each move. Go on an duel in this sword-card take on the classic rock-paper-scissors game. Maybe you can attempt to COMBO these cards and build up some style that you can finish with an ultimate move.
I worked with one other partner to do the majority of the programming for the game. This involved setting up the randomized cards, the simulated battle through the unity animator, the start menu and credits scene, and the combo meter represented by the blossoms on the tree that allow you to perform an ultimate flourish.
Our team developed this game entirely through Unity and C# scripts along with face-to-face team communication. The design of the game employed the team's first use of Coroutines which expanded our options into time-based coding. A WebGL build was then hosted to itch.io which you may find below!
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