'Dangerous Days' is a short Basic Combat Prototype, compiled from existing Level & Environmental Design work done on 'All Good Things'. 'All Good Things' is a cancelled FPS Cyberpunk Mod developed by KAZ Productions for Crysis 2 and built on the CryEngine 3.
Only a rough level layout has been completed in this demonstration video, with only limited path-finding for enemies implemented. Scripting elements related to Cover Systems, as well as numerous other Mechanics, are currently not available. All Lighting and Environmental Effects are WIP only.
'Dangerous Days' and 'All Good Things' were being developed by Kira Zingmark, a Game Designer residing in Brisbane, Australia. It was planned to be released on the ModDb in late 2017, with promotion and production managed by KAZ Productions, however it was cancelled in early 2017 due to time constraints.
The main audio piece is “After Dark” by Japanese musician NoGht. You can check out the track, as well as his other works, on his YouTube Channel.
- Design: Kira Zingmark
- Programming: Kira Zingmark
- Audio: Kira Zingmark, NoGht
The Red Planet
'The Red Planet' is a Unity 5 game in active development for planned release in late 2018.
Set on Mars in the late 2040s, the game puts Players in the shoes of an astronaut whose resupply mission has encountered disaster and must do all she can in order to survive. Playing out in first-person, the game is a mystery thriller, involving a great deal of exploration on the Player's part. Combat is not a core focus, however Players will encounter hazards that will threaten their survival in an instant. Story and atmosphere are key to the DNA of 'The Red Planet'.
'The Red Planet' is being developed by Kira Zingmark, a Game Designer residing in Brisbane, Australia. It will be released on Steam and itch.io in Q3 2018, with promotion and production managed by KAZ Productions.
'Sophie' is a Unity 2017 game in active development by Depiction Studios at SAE QANTM in Brisbane, Australia.
It tackles the sensitive subject of Depression and Loss, putting Players in the shoes of a man who has lost his wife in a car crash. Players take on the role of 'Ethan', a man in his mid 20s who is coming to terms with the loss of his partner 6 months after the fact. Presented in first-person, Players carry out the daily actions of Ethan over the course of 3 days, exploring his home and learning more about his life as the game progresses. Players are given activities throughout the game that not only reveal more about the Ethan's life and the tragedy of the crash, but actually act in a therapeutic fashion in order to address his depression.
This preview showcases a WIP version of the Car Crash Cut-scene that takes place at the very beginning of the game. The version showed does not yet feature any sound and is a work in progress only. It is all captured from in-game footage.
'Sophie' will be released on Steam and itch.io in December 2017, with promotion and production managed by Depiction Studios.
- Design: Melinda Asher, Kira Zingmark
- Programming: Henoch Yanuary
- Audio: Misty-lee Grosskreutz
'Forgotten' is a short experimental art-game in which you find yourself alone in an Apocalyptic landscape, and must explore the environment around you, with only a beacon of light in the distance serving as a guide. The game's creation was inspired by an original painting by artist Peter Booth called 'Untitled', created in 2002 and exhibited at the Brisbane Gallery of Modern Art (GOMA). An Oil on canvas piece, it depicts a non-descript landscape of an apocalyptic world, desolate and abandoned in tone.
The goal of 'Forgotten' was to create a short video-game that conveyed my own personal expression of what Booth's original piece means to me. The world of 'Forgotten' is bleak and depressing in appearance, combined with music that is equally so. Taking inspiration from Booth's own background, it depicts a fictional portrayal of Sheffield, England at the turn of the 19th century, at a time when heavy industry began to dominate much of the UK. It showcases the divide between the old world and the new, as well as the toxic and environmentally destructive atmosphere that came as a result of 'progress'.
'Forgotten' was created by Kira Zingmark, a Game Designer residing in Brisbane and currently studying at SAE QANTM. Built in Unity 5, it was created as a project piece for GDS220 Studio 2. It was released on itch.io in early 2017, and can be downloaded and played free of charge at the link below.
'StormboyDeadz - PSA' is a Web-GL based endless runner side-scroller set to the beat of StormboyDeadz's "Public Service Announcement (PSA)", serving as an Interactive Music Video of sorts. It was developed over the course of several weeks for the band 'StormboyDeadz', who served as Clients for the project, and was an active collaborative effort that met the final approval of all parties involved.
Although far from perfect, the game successfully met it's design goals and was delivered to the Client in a playable form that could be easily made available to consumers via the Cloud, thanks in large part to the game's Web-GL based target market. The game also served as my first opportunity to develop a game for the Web-GL Platform.
'StormboyDeadz - PSA' was released on itch.io in early 2017, and can be played in any Web-GL compatible browser free of charge at the link below.
'Remember' is an experimental Unity 5 game developed by Team 2 at SAE QANTM in Brisbane, Australia.
The core premise of 'Remember' is the ability to explore the relationship between past and present in one's Home-life The same place viewed through different times can convey very different memories and emotions, and it is through this experience that the game embodies the theme of Home. With the player's ability to see both past and present simultaneously, the goal of the game was to challenge players to think outside the box in regards to moving around the house and navigation obstacles in their path, rewarding those who act on curiosity.
'Remember' was released on itch.io in early 2017, and can be downloaded and played free of charge at the link below (please note that the game requires a Controller to play).
'Tempus' is an experimental Unity 5 game developed by Team Phive at SAE QANTM in Brisbane, Australia.
Developed as a team project for Studio 1, 'Tempus' has Players explore the relationship between Aspher Tempus and Mira Sanctus as they explore the memories of the past. All placed in a single level, Players are able to explore the story between the two characters. Players have 10 minutes to explore the memories and understand what happened between the two characters in the game and discover what the Player Character "Aspher" was doing there in the first place.
My primary role in the project was Level Design, which included both layout of the Sky Lobby and the architectural design of the overarching Superstructure. I also assisted in 3D Asset Creation for furniture assets, as well as Play-testing and Project Management.
Although suffering from a number of fundamental design flaws, mostly related to writing, the development of 'Tempus' served as a valuable learning experience for each and everyone involved in its creation. It was released on itch.io in late 2016, and can be downloaded and played free of charge at the link below.
- Design: Kira Zingmark, Matthew Davies, Levi Stenton
- Programmers: Dakota Wood
- Audio: Patrick Dillion, Michael Vandersande, Samanta Lush
- Animation: Cate Garrett, Toni-Louise Giacopelli
The Inner Light
'The Inner Light' is a short experimental game in which you play a child who wakes up alone in their bedroom and must explore the house around them while facing off against the darkness of the night. The game doesn't feature any kind of combat, instead relying on exploration and carefully crafted atmosphere to draw in and engage the Player. The game places a strong emphasis on the concept of 'darkness', with the only sources of light in the house coming from moonlight shining from the windows that dot the outer walls, and whatever few other lights that are still on.
The game was built in Unity 5 in just over a week, creating as a part of a Student Project for Studio 2 at SAE QANTM in Brisbane, Australia. The goal behind the development of the game was to convey the emotional experience of being alone at night as a child, fearing the dark and the unknown world around them. It draws on the authors own childhood experiences, and the house setting is an amalgamation of houses that the author has resided in at one point or another over the years.
'The Inner Light' was created by Kira Zingmark, a Game Designer residing in Brisbane and currently studying at SAE QANTM. It was released on itch.io in early 2017, and can be downloaded and played free of charge at the link below.
This is a collection of screenshots showcasing some of my earlier Level Design work in the original Crysis & and the CryEngine2. Some of the work shown in these images would later go to influence the design of 'All Good Things' (cancelled), whilst elements of the Story and Plot Concepts would be preserved in the development of 'The Red Planet' (currently in development).
Please note that the game Crysis & the CryEngine2 are the intellectual property of Crytek GmbH, based in Frankfurt, Germany.