A downloadable game

My name's William Rockwell, I'm a C++ game's programmer specializing in Unreal and Unity. Been working in-engine for 4 years now. Below is a collection/showcase of some of my work over the years and some executable files if you're interested in giving them a try.

LinkedIn: https://www.linkedin.com/in/william-rockwell-239229201/


Urban Nightmare:


https://store.steampowered.com/app/2868260/Urban_Nightmare/

My most recent project, a first-person parkour game. I worked player movement abilities including wall running, climbing, rail grinding, and boosting. Converted blueprints to C++, debugged, polished, and spent months collaborating with a team to make this from the ground-up.



Get Off My Lawn:

An Alt+Ctrl game about a cranky old man trying to keep kids off his lawn. I worked on enemy AI, player abilities, and various other features along with polishing/debugging. The kids will enter your lawn and frolick around until they either get bored and leave or are shoved off by you. It was nominated for Indiecade 2023 and featured at the GDC 2024 expo floor.



RPG Notes:

A turn-based RPG, with paper-mario style combat mechanics. I've included a variety of enemy types and character classes with different abilities. Status effects, weaknesses, resistances, and even some particle effects. I spilt up the characters into several pieces and rigged them using Unity's 2D skeleton system and animated them in-engine. Currently, it's just a battle system.

Roguelike notes:

A top-down roguelike I've been developing over Summer 2024, inspired by the likes of Binding of Isaac and Dead Estate. Made in Unity. The main gimmick is a heat system; casting spells generates heat. The more heat you have, the more damage you do. Heat can be turned back into mana so you can keep attacking, but heat diminishes over time so you have to be fast. What's more, the faster you clear a floor or room, the more currency you get at the end. There's a variety of enemies, each with their own behavior, weaknesses, and resistances. Includes object pooling for objects such as bullets or pickups, and a fully-developed map generation system. Enemy, item, and player assets were made by me. Tiles and various other assets come from Pixel_Poems 2D Pixel Dungeon asset pack on itch.io



Platformer Notes:

          A 3D platformer I've been working on in my spare time over the past few years. Features momentum-based movement and a variety of movement options. Build up speed to jump even higher. Grapple objects and enemies. Shift objects to jump on, and swing on ropes. I made and animated the model myself in Blender.


SkeletonCombat:

A turn-based strategy RPG I put together in a week. A small project I did so I could learn pathfinding, tile-generation, and the command pattern. Each action is logged, allowing for undoing/redoing of actions, in case you made a mistake. The game loop is the same as the other RPG, there's a player phase and an enemy phase. Assets come from Gustavo Vituri's Isometric TRPG Asset Pack on itch.io



Updated 9 days ago
StatusPrototype
AuthorWilliam Rockwell

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RPG_Build.zip 22 MB
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Shader_Build.zip 41 MB
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GridGameBuild.zip 28 MB
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PlatformerBuild.zip 470 MB
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Roguelike.zip 29 MB

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