馃拵 PREMIUM: C//stellar octopians - High Quality

Skip to main content

Stellar Octopians

a collection by Daniel Fiuk 路 last updated 2025-04-20 17:24:06

I've worked on this collection of projects alongside a talented group of friends and colleagues at Ontario Tech University. These were developed as part of our Game Development Workshops. 

Added Mar 08, 2025 by Daniel Fiuk

In my fourth year of University, the rest of Stellar Octopians and I worked on Daybreak, an isometric top-down survivors-like game focused on short playtime and casual competitive social features.

I worked on the game's terrain generation system, implementing noise-based generation for height and different biomes. I added the system to place structures and connect them with pathways to guide the player. Lastly, I said simple foliage that was path-conscience, preventing trees, grass, and other vegetation from spawning on structures or paths. 

I also helped develop the character and enemy movement behaviour to match the terrain, helping them adhere to the elevated ground while smoothly navigating toward the player.

Other
Play in browser
Added Jan 11, 2025 by Daniel Fiuk

During my first year in University, I played a supporting role in developing The 437, and focused more on texturing and pixel art animation. 

I helped develop the character's movement and controls while emphasizing the game's art and lighting effects. I had a lot of fun playing with Unity's 2D lighting models to create fun and engaging effects for our character and monster. 

Check out the game's page at Gamecon.ca

Added Jan 11, 2025 by Daniel Fiuk

I developed Moonset in my second year of University. I worked on creating the core mechanics behind the grappling hook and character movement while also taking on a leading role in level design.

Check out the game's page at Gamecon.ca 

Added Jan 11, 2025 by Daniel Fiuk

Starlight was a game I developed in my third year at Ontario Tech University's Interactive Media and Game Development program. I created the magic system and level generation algorithms and contributed to texturing, modelling and animation. 

The magic system allows players to modify core spells, creating powerful combinations that can decimate the playing field through experimentation.

I developed a level generation algorithm based on the Wave Function Collapse method. It utilizes a 3D grid of tiles, starting with a random tile placement and then eliminating any conflicting tiles. The algorithm then selects the position with the fewest possible tiles and randomly places one of them, repeating this process until generation "collapses."

I鈥檓 proud of the system's flexibility, as it can create both open environments and enclosed spaces, including buildings with multiple floors.

Check out the game's page at Gamecon.ca