SPLIT DEMO

SPLIT DEMO

"Mario with more cherry powerups than fireballs," ; SPLIT is about a little slime guy with the power of mitosis, splitting himself into clones for help with puzzles and combat.

Genre: Puzzle-Platformer

Engine: Unity

Active Dates: February - May 2023

Team Size: 3

My Role: Producer, Designer, Programmer, Artist

Development Time: 4 Months

Tools Used: Visual Studio Code, Photoshop, Piskel, Beepbox

Programming Language: C#

GIFS & SCREENSHOTS

Player Growth Power-Up

Spawn & Enemy Death

Player Split & Re-Absorb

Player Death & Spawn Promotion

Player Extra Jump Upon Split

Player Shoot with Spawn Projectile

Project Description

This project is intended as a 2D puzzle/ platformer created with Unity. The core mechanic is the ability for the player to create copies of themselves in exchange for current health. It served as the midterm and final for the GAME 310 class at George Mason. As a midterm, it was a solo project of mine alone, and as the final it was a group project meant to expand upon what was pre-existing into a game consisting of a strong core mechanic and at least 3 levels.

Everything is original work except for, course, what the Unity Engine provides such as:

  • Collision detection and physics

  • Rendering systems

  • Platform functionality

  • And so on

The game contains various generic (yet essential!) game options for audio, visual, and the like, as well as menus for these options. Split also contains enemy AI, friendly pet AI (with commands), the core split mechanic, various rudimentary puzzles, adjustments to the default lighting behavior offered by Unity, various power-ups, boss mechanics/ puzzles, and 20 levels!

The goals for this project are simple:

  • It was to be a learning exercise mechanically, to try and expand upon our existing programming skillsets by working on a project that will force us to do more than just a recreation of the classic ping-pong.

  • We wanted to expand upon already tried-and-true mechanics - to add something unorthodox and unique to the mix.

  • Use this opportunity as an exercise in teamwork, to practice producing, team management, delegation, and drafting up communicable documentation amongst ourselves.

Further work is being devoted to its successor, “ADDEI: KAURAVAS” by Eschaton Interactive

Credits

  • Programming & Design done by Michael Guevara

  • Art done by Kevin Naupari @nivektech

  • Music done by Adam Holdaway @Aurakid

© 2025 Michael Guevara

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