Joe Sopko Game Developer
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Player Controllers, Camera Programming, Level Design, Enemy Design, anything and everything related to the core gameplay loop, I do and love.


SubRay

SubRay is a 2D atmospheric exploration game in which the player takes control of an alien mining ship that has crash landed into an underwater alien planet.​

​Level Design​
Event Scripting
​Encounter Design

​Click here for a more detailed breakdown

Mitosis

Mitosis is a 2D multiplayer deathmatch game in which players fight against one another as cells undergoing mitosis. Local competitive couch play at its finest!

Player Controller
Mechanics Design​
Project Management

​​Click here for a more detailed breakdown

​​Dischord

Dischord is a 3D Action/Adventure game that takes place in a collapsed robotic civilization driven by music and charges its player with piecing together the civilization’s lost narrative.

​​Player Controller
Camera Programming
Narrative Design

SDL2 Integration

​​Click here for a more detailed breakdown

A Case Study: On Making Good Combat Mechanics

This is a research project in Unity intended to develop tools capable of reverse engineering deep fast-paced action mechanics.

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Click here for blog post

Reverse Engineering Dark Souls' Controls: Frame by Frame ​​

Dark Souls is the industry leader for the 3D action/adventure genre and has already shown significant influence over the decisions of many game studios, beginning to form its own trend of "Souls-likes". I performed a comprehensive video analysis of the game's controls, showing input, and slowing down action frame by frame as I break it all down.

Click here for the video

Picture

Makoto

Makoto is a 3D Action/Adventure UE4 prototype where a Buddhist warrior monk journeys to find redemption after the destruction of her temple by a rival clan. Design documentation for the game can be read here.


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Click here for PDF

Runner

Runner is a 2D platformer where the running and jumping controls were designed to feel like running and jumping! The mechanics were designed in such a way where players' fingers are meant to alternate like feet on the keyboard where varying the tempo of your fingers control your in-game speed.

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Kingdoms

Kingdoms is a spatially constructive card game with a focus on strategy and hidden information. It is playable with only a 52 card deck and a simple explanatory document that can be found here.  




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Click here for GDD

Current builds of unlisted projects are available upon request.
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