Daniel Viruet

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Current Hobby Project:

Games

Delirium: The VR Experience

About

Daniel Viruet is a developer with a concentration in project management. Whenever he has the opportunity, Daniel loves hyper-analyzing stories game developers create and how they immerse the player with more than just gameplay. His personal favorite games and stories are from Hideo Kojima, Tetsuya Nomura, and Akira Toriyama

Personal Statement

There’s more to pushing a button than we realize. It’s a commitment, it’s a moment, and it’s a story. It’s important for an individual to feel that all of their decisions help them in their overall goal using game development as a medium to accomplish it. Being in game development, I mediate artwork, levels, scripts, and sound together in what the player will experience, second to second, through the use of project management and designing around the hook. Combining these crucial aspects develops a narrative that soon becomes a memory born from something as simple as pushing a button.

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Here's my resume!

Synopsis:

In the direct sequel to the record-breaking Call of Duty: Modern Warfare II, Captain Price and Task Force 141 face off against the ultimate threat. The ultranationalist war criminal Vladimir Makarov is extending his grasp across the world causing Task Force 141 to fight like never before.

Role: Associate Producer

• Managed a multi-disciplinary team of 30+ on different features and environments.

• Monitored and fostered relationships between home studio and client.

• Managed the onboarding and offboarding of external contractors and internal team members.

Description:The caves stretch far beneath the ruins of the ancient Evlamite civilization, and no human record tells the tale of its strange depths. That’s because famous explorer Werther Lightfoot got lost down there, his journal pages scattered to the wind. Play as his granddaughter, Amber, as you hurtle through three different cave environments with the help of the Driftlight—a mysterious fire in your lantern that gives you the ability to alter the course of your gravity.27 rooms test your finesse with increasingly brutal difficulty borne from one simple mechanic: change the direction of your gravity in the four cardinal directions. Get lost in twisted caverns featuring beautiful 3D modeled assets in a 2D platforming plane, and pick up the butterscotches Grandpa Werther left behind for a bonus challenge. Let the Driftlight guide you through multiple different routes through the obstacles of the cave until your speedrun can compete with the best.Always forward, never back!

Game Design Document: Echo

Game Design Document: Duality

I'm An Egg (2017)

I'm An Egg is a video game with the objective being to guide your egg through the stage into a basket of safety!Team Lead: Erik VerlageProgramming: Kornel, Christer "McFunkypants" Kaitila, Naro, Tim Waskett, Hadi Y.Q., Chris DeLeonMusic and Sound Effects: Jeff PennyLevel Design: Cameron Button, Daniel Viruet, Chris DeLeon, Erik VerlageEgg Design: Mary Brady, Tim Waskett, Naro, Remy Lapointe, Terrence McDonnell, Oasis Rim, Levi Miner, Kornel, Christer "McFunkypants" Kaitila, Chris DeLeon

Steel Cavalry (2018)

Windows 7 or Edge browser note: if the webGL build above does not run in-browser please scroll to the bottom of this page where you can find our Windows Download. You'll still be able to play it that way.Developed Jan 7 - Apr 8, 2018 by members of Gamkedo ClubMy role on this project was as a level designer and 3D modeler

Lost Prince (2018)

"Lost Prince" is the name of my 2D pixel art side-scroller for my undergraduate senior project. It revolves around a boy who lost his mother, the queen, at a young age by an evil wizard and has been trapped in the place he called home all his life. One day, a massive tremor occurs that breaks open the door of the prince's prison allowing him to make his escape. He stands tall with a bow in hand rescue his mother and bring the wizard to justice.Project AbstractGame Development is a daunting and intimidating field to dive into with all the plethora of tools that are at an individual’s disposal. With this in mind, the goal for my project, Lost Prince, is to serve as a catalyst for students’ inquiry in creating a game as a project. Lost Prince is a pixel art sidescroller developed on the cross-platform game engine Unity. The project utilized the 2D perspective found inside Unity to portray the story of a young Prince who was trapped inside his home by a malicious wizard who abducted his mother. As the player, your goal is to guide the now older prince through 5 stages and confront the villain responsible for separating your family.

Delirium: The VR Experience (2019)

We've been able to export our game towards a web-based VR experience.To enable this experience on google chrome:
1. Type this link in the search bar chrome://flags#en
2. Type "VR" in the search flag bar
3. Enable WebVR

Awarded for it's support in designing Educational Games for the Veterans Health Administration

Delirium is a serious disturbance in mental abilities that results in confused thinking and reduced awareness of the environment. Our team’s goal is to better equip medical professionals in their efforts to assist patients with this condition through the use of virtual reality.In this digital space we plan to:– Develop an immersive educational product that simulates the experience of delirium symptoms in a virtual reality (VR) environment.
– Improve clinical staff’s understanding of signs/symptoms of delirium.
– Maintain the knowledge/confidence gained from the delirium education above via staff re-training and re-assessment.
– Impact recognition of delirium in the hospital setting.

Title Screen: Project [REDACTED]

Created as an early design for a GDD I'm developing.Purpose is to drive inspiration and a reference when making a design since a title screen is the first experience a player has when playing the game.Below is my process:

Part 1: To create a color palette for the overal background, I begin with a gradient.

Part 2: Using the colors in the gradient, I use the lightest color for the first background object and gradually get darker.

Part 3: Utilizing the motion/gaussian blur tool, I create mist to give the environment ambiance. This allows me to get a general feel of the scene and adjust accordingly.

Part 4: I wanted to make the background reflect on a body of water. In order to accomplish this I flipped the background vertically, applied a motion blur, decreased the opacity, and added a slight liquefy effect to give the impression that the surface is a bit wavey.

Part 5: With the way the background was, there was nothing that stood out that could focus where someone should look. I added a Torii Gate with it's pop of red and it's ability to focus the gaze towards the center.

Part 6: Now that the viewer is looking at the center, I made characters that would meet their gaze.I wanted the game to have a sense of good and bad which led me to contrast the blue character into the water. I utilized the same technique I did to the background to reflect the red character.

Part 7: All that was left was the final touches. I added a vignette effect and added a paper texture overlay to give the background an aged feel.

Final Thoughts:Starting with a blank canvas is always an intimidating feeling. First thing that pops to mind is, "Where do I want the game to be? Does it all tie together with the overall hook?"The hook being: "A family guardian ventures out to find what is lost in a world devoid of futures."I really like the outcome of it and already getting ideas of end game screens that also can act as a progress bar of which side the player is on.

The Sickle Upon Sekigahara (2020)

Role: Game Developer
Engine: Tyrano Builder 1.8.4c

Responsibilities:
- Designing dialogue layout and assets
- Importing audio and visual assets via engine coding

The Sickle Upon Sekigahara is a short Visual Novel that puts the player in the role of Kobayakawa Hideaki in the most tumultuous period of his life: Between his time as commander-in-chief of the Second Korean Invasion in 1597 and his time as a reluctant combatant during the Sekigahara Campaign (1600).

Project: GRIM

Role: Producer / Game Designer
Engine: Game Maker Version 2.3.0529

Responsibilities
- Designing the outline of the game and its development
- Managing sprints for the game's development
- Providing consultation relating to the overall aesthetic of the game
- Designing levels using tilemaps

GRIM follows a narrative, the story of which is one of reality versus fantasy. The protagonist is an insecure child who constantly creates false narratives because he's a lonely/neglected kid, who would tell tall-tales to anyone who'd listen simply for the attention he craves, but in a real confrontation he immediately becomes aware of his limitations. He has to stop lying to himself to grow, not only in strength but in character. So the main character has an internal character arc, one of discovering truth and his identity. A journey to see the world for what it is and who he is truly- which would compliment the external plot of his battle to escape a magic world (a false reality) to get home- back to the real world.

There are two game loops, the Overworld and the Combat. The Overworld is orthogonal and allows adventure and interaction and puzzles to be done.

Proof of concept example of overworld:

The combat is a side-view with quick-time events to face enemies whilst also having narrative delivered, for what it is and who he is truly- which would compliment the external plot of his battle to escape a magic world (a false reality) to get home- back to the real world.

Proof of concept example of combat:

Dust and Deception

Role: Game Designer

Responsibilities
- Building the game design document
- Creating UE4 blueprints of in-game traps
- Managing other team members to unify vision and maintain project transparency.

Dust and Deception is a hobby game developed by strangers who met online. FYI, there are still some known bugs. The player is a struggling farmer during the Great Depression. The farm is smack dab in the middle of the dust bowl. The player finds a mysterious underground reservoir. In a time where most people are unable to grow their crops, the player finds the most valuable resource of all “Water”. Desperate people begin to lash out. Additionally, people at the top of the area’s social structure formulate a plan to profit from the farmer by any means necessary. The player will have to defend his farm from both the desperate and the greedy. The player must also make sure his family and friends survive the harsh conditions that accompanied the dust bowl’s landscape. The game is a first person base defense, focusing on crafting and placing traps in strategic locations while avoiding getting detected and killed.

Synopsis:

From the minds behind Magic: The Gathering comes Magic Spellslingers, a fast-paced strategic card battler packed with heroes as unique as you. Play with fire! Command a kraken! Fight from the shadows! Choose a Spellslinger who fits your playstyle and personality.

Role: Associate Producer

• Owned Localization, which involves using a proprietary localization tool,
monitoring and executing LQA tests with external partners, and matching
translation implementation with milestones.

• Worked with internal discipline leads to manage the agile process and to address bottlenecks, blockers, and impediments affecting the team.

• Managed the onboarding and offboarding of external contractors and internal team members.