R.H. Bushell: Imagine. Create. Explore.
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Games I've Worked On

Please note that all of these projects are my own Intellectual Property and are therefore protected by laws of copyright 

​© 2020 R H Bushell

By continuing reading this page you are automatically confirming that I reserve all rights to any and all titles, character names, stories and events mentioned. You also recognise that copying or redistributing any of my work- regardless of whether or not it has been officially published- will result in claims of copyright infringement and leave you viable to prosecution.

If you do wish to wish to publish my work, then feel free to contact me and we can discuss this further. However, I would not agree to any deal without my own written consent, along with a family witness (and signature) of my own choosing. 

Ultimate Sumo Snackdown


This was the very first game that I made in my time at UEL. Inspired by the mini game, "ConSumo", featured in Rockstar's "Bully"- Ultimate Sumo Snackdown was a 2D Arcade style game in which the player took on the role of a hungry Sumo Wrestler. The objective was to run around the screen and collect as much high-calorie food as possible (pizza, burgers and chips). However, also floating around the screen were healthy food (bananas, apples and watermelons). All food came in small, medium and large sizes and gave/ deducted points for high-calorie or low-calorie, respectively. Losing too many points would result in death.


Waterdeep: Veil of Nightmares (2016)

This was my final game in second year of University. It was a prototype level of an open-world RPG. A mixture of fiction taken from one of my books and Waterdeep (from the Dungeons and Dragons Universe). The main focus of this was it's story and strategic combat. However, I was still fairly new to 3D Unity at the time and had almost no programming knowledge whatsoever. Thus, many of the systems were not running as smoothly as envisioned. However, the game was highly commended for it's sheer size, given the small amount of time I had to make it, and for the attention to detail regarding the environment and architecture design. 

Shipwreck'd (Version 1)

This started off as an early prototype which me and my friend/ classmate, Stephen, worked on together. The objective of this was to gain experience with working on smaller ideas quickly and effectively, in preparation for the final group project of the year. With me handling story/ narrative, minor coding and environmental design ... and Stephen handling 3D modelling, level design and assisting with environmental design ... we managed to create an open-world RPG in which the player takes on the role of a young pirate, who seeks to prove that he is the descendant of a Pirate Lord.

Set during the golden age of piracy, the player must convince weary citizens to aid them in their quest and collect a series of clues that unlock the mysteries of their past. Battling through a variety of puzzles and fantastical enemies such as: skeletal pirates, sirens and evil spirits, the player is tested from start to finish as they explore this fictional merge of fact and fantasy. Working as a part of a larger group, we also decided to continue this as our final group project.


Shipwreck'd (Version 2)

The second version of Shipwreck'd was completed as a larger group, consisting of me, Stephen and fellow classmates/ programmers James and Kevin. Together, we was able to take the project much further than what we anticipated. It was also at this time where I, myself, began learning to program in C# so that I could assist with this aspect of development. With a brand new UI, Combat System, Dialogue System and updated graphics, the game felt far more satisfying and immersive to play.   

Skeleton Runner

This was the second prototype in my third year group project. Inspired by Temple Run and tailored to the free-to-play market, skeleton runner was an endless runner that saw the player taking the role of a skeleton running through a graveyard. The player had to run through the level, collecting souls as they went and avoiding a variety of obstacles, such as tombstones, coffins, swarms of bats etc.

Empty Void

Empty Void was the final submission for my third year professional games writing module. The task was to create a story-based game with at least 4 key events, including dialogue. I ended up creating a game with 11 total events, which received the highest mark in the class.

Also based on a book I am writing... the player takes on the role of a young girl, named Evie, who is born with a very unique gift: perception of energy, precognition, astral projection- it is almost as if she is completely in-tune with her spiritual subconscious. There is, however, one problem... her father is a Demon and nobody else can see it. After a series of "accidents" causing her father to be surrounded by death, despair and pain, Evie decides to investigate further and uncover the mystery behind her strange life. She uncovers more than what she bargained for ...

The Bond: United Effort (Dissertation Prototype)

The Bond: United Effort is a zombie horror, text-based game, in which the player must make a series of choices that can lead their team to either death or prosperity. While this was originally intended to be an open-world RPG, it was much more ideal to scale it down to fit my research topic:

"How does dialogue, and the way in which it is presented, effect the moral choices that players make in RPG games?".

Using a variety of dialogue structures such as "full speech" (KOTOR) and "tonal speech" (Mass Effect) in combination with both morality shift info and limited info, I was able to determine whether players made choices analytically or emotionally and whether dialogue could make them stray from their usual mental model.

I am planning to, at some point, expand this into the open-world RPG that I had originally planned. This includes: real-time combat, human models/ animations and detailed game-play mechanics such as crafting systems etc. 





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    • Writing Portfolio
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