Tristan
Hafkenscheid
As a game developer, I hold a BA in Digital Media with a specialization in Game Arts. I have explored the vast potential of Unity in both professional and academic settings. I have almost two years of professional experience at LuvBug Learning, an educational gaming company that promotes social-emotional learning on Android and iOS devices.
Throughout my academic journey, I utilize Unity across diverse applications, ranging from immersive games to cutting-edge VR installations and interactive AR educational tools. My passion lies in crafting games that not only entertain but also enrich players in innovative and thought-provoking ways.
With a proven track record in game development and a deep-rooted enthusiasm for pushing the boundaries of interactive experiences, I am driven to continue creating meaningful and impactful games that resonate with young and mature audiences worldwide.
Portfolio
UNICORN UNICYCLE
Unicorn Unicycle is one of the many social-emotional educational games hosted on the LuvBug Learning app. In this endless runner mobile game, players collect coins and Jellybean creatures to boost their score while jumping across islands to avoid enemies. They answer social-emotional questions to enter 'extravaganza' mode and transform their unicycle into a plane. In this process, players can save Jellybeans and shoot down badgers. Experience an enchanting blend of fun and learning!
Company: LuvBug Learning
Two-person development team
Download app: App Store or Google Play Store
My Roles:
Scripting: During the development of Unicorn Unicycle, I had multiple key roles, including setting up animation controllers, incorporating sound effects, fine-tuning player movement, and designing levels with enemy movement. I also designed and executed the power-up extravaganza state, transforming the player into a plane to battle enemies. Additionally, I implemented a user-friendly tutorial system to introduce core mechanics and I also added a curved world shader for a unique and visually appealing experience.
Optimization: I optimized the game for better performance by using atlas texturing on models, adding LODs to reduce triangles being rendered, and optimizing the UI with sprite slicing and the use of TextMeshPro. To reduce app size, I implemented asset bundling for downloading while playing. Additionally, I improved performance by using pooling for coins, particle effects, and enemies.
VILLAGES
While at LuvBug Learning, I also contributed to a captivating collection of games known as Villages. Across the many games included in this collection, Candy Land stands out. This village includes vibrant characters and exciting activities. Players are challenged to reclaim the village by defeating invading enemies before venturing into an enchanting exploration. By hugging in-game friends and then answering prompts on social-emotional learning, players can enter a unique and exhilarating "extravaganza mode" and engage in thrilling rainbow-tunnel battles. As players roam the village, they have access to various modes of transportation, including trains, boats, and planes, adding depth and excitement to their adventurous journey.
Company: LuvBug Learning
Three-person development team
Download app: App Store or Google Play Store
MY Roles:
Scripting: I led the development of seven themed villages, employing a game state system for seamless player control, vehicle switching, and engaging activities. The switching of states was seamlessly blended and choreographed using Cinemachine. I perfected the movement and controls for boats, water tracks, and jellybean racing. Additionally, I designed an intuitive tutorial system with video guides and interactive segments.
Optimization: I used profilers to optimize the game, addressing memory crashes, low FPS, and unoptimized scripts. I improved rendering efficiency with atlas textures, optimized UI with slicing and TextMeshPro, and created asset bundles for efficient downloads when selecting villages in the platform app. These efforts resulted in a seamless and enjoyable gaming experience for players.
Planemo
Planemo is a gamified research tool used to explore psychological principles of bodily ownership and agency. In this game, players experience a crash landing on an alien planet with the goal of navigating this complex environment and completing a series of tasks, while data is collected from headset movements. Upon placing a key in the cockpit, players answer a questionnaire to provide qualitative data related to their experiences. This game examines how 3D contexts and task structures impact a sense of embodiment associated with avatars.
Six-person development team
Showcased: Level Up and Annual Digital Media Show
Documentation: WordPress
MY Roles:
Scripting: To investigate perceptions of embodiment, I devised a solution to scale the virtual reality body with the player using Steam VR methods, scripts, and Final IK by RootMotion. I coordinated scene management, employing a conveyor belt to limit the player's movement due to real room scale limitations without resorting to teleportation. Stacking and hiding rooms in one scene reduced load times and enhanced embodiment.
SEE YOU SPACE COWBOY
In this personal project, my aim was to create a novel game inspired by Space Invader. Players are challenged with controlling a spaceship while shooting incoming enemy ships. By collecting power-up items, players are rewarded with temporary enhancements, including triple laser shooting, speed boosts, shields, and extra-potent big lasers. Players can earn high scores by defeating hordes of enemies. Check out this exciting game on Github and enjoy!
One-person development team
See the game: GitHub
MY Roles:
Scripting: With a firm commitment to recreating a nostalgic experience with cherished arcade games of the past, my primary focus was to ensure the game delivered seamless movement and intuitive controls. I dedicated my efforts to meticulously designing enemy and power-up systems, while also crafting captivating animations and sound effects to immerse players in an unforgettable gaming experience. The result is a captivating and universally enjoyable game, thoughtfully crafted for various platforms, including iPhone, Android, and PC.
AR Observatory Moon Learning Tool
In the summer of 2020, I collaborated with the Allan I. Carswell Astronomical Observatory on a public outreach project. Our goal was to create an augmented reality teaching tool about the Moon. Visitors to the observatory were able to explore various Moon facts and visuals by touching specific areas on the screen. One notable aspect of this tool was selecting the Apollo 11 landing site, which revealed an animation of Neil Armstrong planting the US flag on the Moon.
Company: Division of Natural Science, York University
Three-person development team
MY Roles:
User Experience and Scripting: I was responsible for level designing and meticulously integrating realistic models, shaders, and textures in this project. I curated the placement of assets within the scene, rigorously testing their visual appeal and stability in the augmented reality environment. The utmost attention was given to selecting and placing the models and textures with unparalleled realism, thereby offering visitors an accurate and immersive perspective and understanding of the Moon.
Animator: Utilizing Maya, I expertly animated the model depicting Neil Armstrong descending the lunar lander with the flag and planting it on the Moon's surface. The animation of his descent was precisely crafted, drawing inspiration from actual footage of his historic first steps.