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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.

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.

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.

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".

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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