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Joshua Angel

UK based Games Designer & Programmer

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  • Itch.io
  • LinkedIn
  • GitHub

Highlight Games

Climate Controller

Jan - May 2025

Unity

C#

Blender

Photoshop

Github

Documentation

Climate Controller was a solo game I developed with a focus on my design process, allowing me to uncover and research into more detailed areas of games design.

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I chose to focus on Systems and UI Design, focusing on how I would translate the information present within the game to the player through the game world and UI without overwhelming them. I then was able to focus on how to design around this information and represent it within the games systems.

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I chose to make an RTS game around controlling the amount of energy present within a given region, keeping the populous happy with enough power and reducing any side effects that would arise from Production methods. 

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River Rafters

Sept 2024 - Jan 2025

Documentation

Board

River Rafters is a board game aimed for a younger audience where the players have to sail down a river and be the first to cross the finish line without their ship sinking.

 

I was responsible for the production of the physical board and many of the pieces. I was also heavily involved in the playtesting both suggesting and making balance and optimisations to the game as we developed.

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Our unique mechanic was our Action Cards allowing the players to balance the randomness of the dice by affecting other players movement or giving themselves a boost.

Prim8z

Jan 2025

Unity

C#

Github

Blender

Documentation

Prim8z is a game made for the Portsmouth Global Game Jam 2025, hosted by the University. During the 5 days, our group of 3 focused on a game centred around the theme of bubbles while implementing the modifier Y2K, specifically leaning on a parody of the virtual band "Gorillaz".

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I was responsible for the level design, Player Controls & implementing the animations for the game. I created the Level and programmed all the obstacles within the level. I was also responsible for the programming of the Player Controls.

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The bubble was our unique mechanic. It was used to allow the player to cross bigger gaps and gain boosts from fans allowing for a more complex map design.

Highlight Systems

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Planet Generator

Github

C#

Unity

A build of a planet mesh, using dynamic LoDs and Perlin Noise to generate the mesh, lighting and collision data

Tile Editors

Photoshop

Blender

Github

Unity

C#

A Unity Tool, created to allow a tile map to be generated and edited, using Editor Scripts and custom menus

Movement systems

C#

Github

Unity

A fleshed out implementation of a basic movement system for a 4 legged character

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