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Noir Neptune

Project type

Game

Date

March 2024

Location

DePaul University

Role

Game Director
Lead Writer
Lead Game Designer

Collaborators

Kai Viera - Level and Mechanic Design
Benjamin Rodriguez - Audio and Sound Design
Jeth Maglasang - Systems Programming and UI Design
Colin Criss - Character and Level Art

Noir Neptune is a small 2D game set in an abandoned laboratory now infested with monsters. The player must traverse their way through this top-down shooter by defeating eldritch abominations to uncover the truth about what happened to the researchers of the lab and where they've disappeared. Rylan was the initial designer and lead writer for the game, writing all of the story notes found within the game as well as designing two of the three main bosses.

About the Project:
This project was an introductory game production assignment for some, but the end product was something greater than we could have expected. The main project started off as a simple game that could be developed in two months, which we decided as a group to give a noir theme after finding a shared love for the genre. The goals of the project were to enhance our skills of game design and game production. The process of creating this game was an amazing introduction to the process of game design within a group setting, allowing for everyone to rely on each others’ strengths to create the best project possible The execution of the project was a great way to learn how to collaborate with others who have a better understanding of your own weaknesses, allowing not only myself but each other group member to contribute their best.

My personal role within the group was the main writing and the initial design for the project. Originally pitching the idea as a top-down metroidvania with resource management akin to the Resident Evil franchise, the game had its scope severely reduced to better fit our time frame. Cut content I wished to originally include was a secret fourth level and final boss to complete the lore of the game, but the idea was cut as we ran low on time. The overall experience working with the group was incredible for me, as I often previous projects solo. I'm really happy to have this be one of the first games I've ever worked on.

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