RAINYHOLMES
ACE AFEAKI GAME DESIGN PORTFOLIO
GAME DESIGN - NARRATIVE DESIGN - SYSTEM DESIGN
Feature Project
The Worlds We'll Never See
Roles:
Game Designer - Narrative Designer - Programmer - 2D Artist - UI Artist - Composer
PROFICIENCIES
Unity (c#)
Github
figma
PROJECTS
the worlds we'll never see
RAINYHOLMES
Experiment: ISOLATION
rainyholmes
Bardic: Quest For Love
breadwork games
ichthy-amorous
fish with socks
Death do us part
rainyholmes
cybr_rush
school project
childhood
days
SCHOOL PROJECT
ABOUT ME
ACE AFEAKI "RAINYHOLMES"
I'M ACE!
Working on and releasing my first game demo at age 16, game design and storytelling has always fascinated me. Taking me from a hobbyist to entering the industry!
FIND ME!
CONTACT
Follow me and the work I do. Please reach out to me for work inquiries!
The worlds we'll never see
ROLES: Game designer, narrative designer, lead artist, lead programmer
TWWNS is a narrative based action game I developed for my solo production unit in school where through teamwork and kindness, the protagonists are able to save the world. I developed much of the systems and narrative in class while creating the UI and sprite assets outside of my class time. This project was a huge lesson in short-time content creation, with over 40 pages of dialogue written in just three days!
my proudest feature
In this project, a big feature I wanted to play with was colour theory and how it illustrated beyond just the dialogue the difference between the two protagonists. Throughout the game, the player will make action decisions that change which protagonist's perspective they see the story through, accordingly also changing the game's visuals. This was made to reflect the different worlds the character experiences. Rock, who has hypersensitivity to his surroundings, has an aggressive saturation that covers all the assets when his perspective is active. Star, alternatively, is numb to his surroundings and has a grayscale shader that is applied instead. When the characters share a spotlight, the shaders are applied to different assets, but never mixed.
This was a decision to capture how even though their worlds can coexist, they'll never know how the other feels. But through experiencing their intimacy, TWWNS is effectively able to capture a story about two worlds that could never meet yet continue to be kind to each other despite their differences.
my project contributions
- Wrote and implemented all the narrative dialogue
- Designed the characters and character designs
- Designed the kindness system
- Created the dialogue parser system
- Created the save/load system and event tree
- Designed and created the UI assets
- Created the character sprite assets
- Composed the soundtrack
experiment: isolation
ROLES: director, developer, artist, programmer, voice actor, composer, marketer
Experiment: ISOLATION is a mystery social horror game, exploring 14 strangers being trapped together looking for a way out of their confinement and how personal experience can affect our ability to heal and grow. This demo showcased three playable chapters with two accessible branching stories. Created over a nine month period, it featured over 100 unique story events, 14 characters with sprites and voice actors and was showcased on various indie developer visual novel streams! It was essentially my entrance onto the indie developer scene.
my proudest feature
While this project has lots of features I'm excited to revamp in the future with my new set of skills, one feature that remains timeless to me is the social event feature. I had been inspired by games such as Fire Emblem Three Houses in how they organise character interactions and the endless possibilities of match-ups they gave the player. I decided, however ambitious, that I wanted to do the same without leaving any stones unturned. Four months and 92 unique story segments later, I had successfully captured every possible character relationship in a short interaction the player could choose to initiate in the game's inspection period.
With the limited cast, I believed this would be necessary character and relationship development for each character to show off more of their personality and individuality, also allowing for those further dynamics to challenge the player's attachment should anything bad happen to their favourite characters.
my project contributions
- Designed the original narrative
- Wrote and implemented all the dialogue
- Designed each mingame system
- Created all character sprites
- Created all background art and CG
- Composed the soundtrack
- Created SFX
- Programmed all systems
- Casted and directed all voice actors
- Provided voice acting for the character Marianne
- managed social media presence and streamer highlights
bardic: quest for love
ROLES: game designer
Bardic: Quest for Love is a visual novel dating game that takes heavy inspiration from Dungeons and Dragons where you can romance characters of unique DnD classes and run a tavern business. This was a project developed by Breadwork Games that I was lucky to work on as an intern designer! My tasks generally oversaw implementing the dialogue into the game and applying voice clips to story events!
my proudest feature
As an intern, the aspect of the project I had the most control over was my own work method. Being introduced to a new system and project with pressing deadlines is never easy, but lots of what this project taught me was how to communicate my progress and roadblockers to a team and successfully navigate tasks that needed to be completed and pressing bugs that could stop me from working.
Even after the demo initially launched, an important part of playtesting was being able to report back on any issues and bugs that may have needed to be fixed, logging each of these in the dedicated channel and working with designers and programmers to figure out what was causing them. I have since ended my internship at Breadwork Games but continue to work off the lessons in skills and communication I learnt while there!
my project contributions
- Implemented dialogue from writer scripts
- Implemented voice clips to match dialogue events
- Applied appropriate backgrounds to each scenes
- Communicated with remote team via Discord
- Collaborated with team over GitHub
- Bug testing and reporting
i'm ace afeaki
Game designer, voice actor, artist, and much more!
Dabbling in multiple creative fields, working in game design has allowed me to tap into each of my skillsets to help produce many creative and inspired projects.I've worked in 2D art since I was young and started learning game development in 2021, releasing my first title in the same year. I've been trained in singing and voice acting since 2019 and have participated in many voice acting roles remotely!Currently looking for work in Sydney Australia and Remote studios.