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Coming Soon
Games
Star Pilot
Showcase of Star Pilot, coming soon to Steam in Fall of 2023. Demonstrates the use of programming efficiently making a beautiful game with a lot of action by utilizing object pools and effective, organized code.Some of the features I programmed include:
- Object Pools
- Beautiful Particle Systems
- Sensible and Tested Level Design
- 2D / 3D Parallax Effects
- Button Interaction
- UI Management
- Timeline and Story Sequencing
- Audio Management
- Player Movement and Interaction
- Unique Enemy AI for each enemy
Dodging Dragons
Play The Web Demo by clicking the icon below!
Zombies Run For Brainz
Coming Soon
UFO Me
Roulette Simulator
This simulator is designed to allow users to safely 'gamble' with fake money. Users can simulate hundreds or thousands of spins to test out strategies or view probabilities of winning in the game of Roulette.
More coming soon...
About Me
Beyond Titans was started by Thomas Steffen, a programmer located in Pennsylvania.Thomas graduated from Rowan Univeristy of Glassboro, NJ, where he earned his Bachelor's in Computer Information Sciences.Thomas also has two Associate's in Computer Graphics Arts and Game Design & Development.He currently freelances as a programmer and continues to work with a small team to create mobile applications and hopes to release games for the PC and Console platforms in the future.
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Unity Tutorials
Templates
Tutorials & Guides
Tips & Tricks
Project Proposal Document - Template
Hi Concept:
(1 sentence description of game)
Game Features:
(List of 5-10 features, such as:
- multiplayer
- 2d platform environment
- players can wall jump
- players absorb enemy abilities to traverse levels)
Story Summary:
(Should be 2-3 pages briefly explaining the world, main characters, and plot)
Gameplay Mechanics:
(This should be a list of how the player will interact in your game. examples may be, Left stick moves, A fires, Y jumps, etc.)
(This should also include any combo attacks or if you have a charge ability. Anything the player can input to create an action should be listed here.)
(This should also have a list of any puzzles, npc vendors, anything the player can interact with...)
Target Demographic, Platform, and ESRB Rating:
(Demographic = Who is this game intended for, who would enjoy this? A racing game would be geared toward car enthusiasts. Arcade games may be geared toward casual gamers.)
(Platform = PC, Xbox, Playstation, Nintendo, etc)
(ESRB Rating = T for Teens, E for Everyone, etc. more information can be found at:
ESRB.org
)
Product Competition:
(3-5 item list of similar games that have been released or will be released within the year, which would be considered competition to your sales)
Future Development:
(If successful, do you plan to release DLC? Will there be a sequel? Will there be updates and bug support?)
F.A.Q.:
(This should be a list of frequently asked questions that people may generally ask about your game. Is there character customization? Can I change the difficulty? etc.)
Profit / Loss:
(This should list all the possible expenses that it costs to fully develop your game. This includes if you need to set up a company, register names, hire help, buy assets, pay for marketing, make a website, and more)
(You should also estimate the value of your game based off of the size, and game play length of the project)
Risks and Obstacles:
(This should include any and all obstacles that will make development difficult for you and anything that may prevent you from completing your game. This is anything like lack of motivation, time, or funding problems)
(risks should include anything you invest in this project, such as time and money, with the realistic acknowledgement that you could be losing it.)
PPD Outline without my comments:
Hi Concept:Game Features:Story Summary:Game Mechanics:Target Demographic, Platform, and ESRB Rating:Product Competition:Future Development:F.A.Q.:Profit and Loss:Risk Analysis:
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Give Some Feedback
Tilemap Basics
1. Import Spritesheet
Menu at top:
GameObject > 2D Object > Tilemap
This should create a Grid gameobject with agrid component.
This will also have a TileMap game object Child with a Tilemap component.
Rename Tilemap to it's usage, like 'Tilemap_ground'
2. Create a Palette
Menu at top:
Window > TilePalette
Select 'Create Palette'.
This will create a new palette, name accordingly.
(ex. Grass Platforms)
The sprites sheet is divided up equally by Pixels Per Unit (32x32, 64x64, etc...)
Make sure the sprite sheet is set to multiple and sliced accordingly.
3. Using a Palette to Paint Tiles
Drag and Drop the desired spritesheet into tile palette window.
Unity will automatically create tile assets from the image.
Now you can select a specific tile and use that to paint into the scene
You can grab multiple sprites and paint as a group.
Use Control + Click to Erase.You can add Tilemap Collider 2D component to ground layer to add a collider to the outside edges.
Alternatively, you can create your own collider objects if you need something more specific.You can also work with layers to add in foilage, background environments, and more.
This concludes the basics of Tilemapping.I plan on adding more advanced tutorials and videos in the future.
Was this helpful? Have a suggestion or think there should be changes?
Give Some Feedback
Export only the used assets in a scene
1. Find the Scene file that you want exported
2. Right-click the scene file and click Export Package
3. Check the box that says "Include Depencies"
4. Select ExportThis should export only the assets related to that selected scene.
Game Development
Star Pilot
Showcase of my solo-developer project Star Pilot, coming soon to Steam in Fall of 2023. Demonstrates the use of programming efficiently making a beautiful game with a lot of action by utilizing object pools and effective, organized code.
- Object Pools
- Beautiful Particle Systems
- Sensible and Tested Level Design
- 2D / 3D Parallax Effects
- Button Interaction
- UI Management
- Timeline and Story Sequencing
- Audio Management
- Player Movement and Interaction
- Unique Enemy AI for each enemy
1st Place Winner
GameDevHQ GameJam
Made alone within 10 days, Robotic Rage is a complete GameJam project featuring the purge of humanity on a space station.Download now and see if you can survive.Some of the features I programmed include:
- Character Movement
- Shooting Mechanics
- Enemy AI
- Ragdolls and Explosives
- User Interface and Controls
- Menu Design
- Audio Effects
- Cinemachine Camera Controls
- Cinematic Effects for boss intro
- Boss Battle
- Complete Level
Space Cadet VR
Showcase of Space Cadet VR to demonstrate the use of programming efficiently in a VR environment using the Oculus Quest 2.
In this demonstration, I make use of the Unity Engine's event system, timelines, and the implementation of the Oculus developer kit.Some of the features I programmed include:
- Oculus Rigging
- Customized Hands
- Gesture Management
- Height Adjustments
- Button Interaction
- Grabbable Objects
- Timeline and Story Sequencing
- Audio Management
- Ship Movement and Manual Steering
Dodging Dragons
Dodging Dragons is an arcade style survival game where you dodge obstacles and compete with your friends for the highest score.
Players can collect coins to unlock new characters and abilities, aiding them to climb to the top of the leaderboard!Some of the features I programmed:
- 2D Environment
- Multiple characters to unlock
- Unique powers for each character
- In-Game Shop
- Progressive difficulty
- User Interface
- Menu Animations and Transitions
Roulette Simulator
This simulator is designed to allow users to safely 'gamble' with fake money. Users can simulate hundreds or thousands of spins to test out strategies or view probabilities of winning in the game of Roulette.
The Whale Museum - Educational Game
While working for WebAppClouds, Thomas programmed an educational game for The Whale Museum of Friday Harbor on San Juan Island in Washington."A 2008 research paper found that orcas exhibited the Lombard effect, or raised their voices and extended their calls in the presence of elevated noise. It was matched with the number of vessels recorded in the area. Calling more loudly uses more energy. Vessel noise can interfere with orcas’ ability to communicate with each other. Try this game to see how difficult this might be."
Thomas can be contacted by e-mail at TSteff63@yahoo.com
Mobile Applications
After graduating from Rowan University, Thomas began working at SalonCloudsPlus, a leading app developer for salons and spas.
He managed a small team of developers, creating professional client applications for employees and customers, as well as designing custom applications to fit their needs.
Below are just some of the successful applications created to bring further ease and success to these companies.
Customer-based Applications
Customer-based applications dynamically built then customized to fit each owner's needs. this allows users to:
- create accounts
- make/check appointments
- see staff
- view galleries
- see specials
- create/view ratings
- play daily mini-games for coupon chance
- refer friends
- see events
- message their stylist
- get directions
- follow/share through social media
and more...
Dodging Dragons
Dodging Dragons is an arcade style survival game where you dodge obstacles and compete with your friends for the highest score.
Players can collect coins to unlock new characters and abilities, aiding them to climb to the top of the leaderboard!Some of the features I programmed:
- 2D Environment
- Multiple characters to unlock
- Unique powers for each character
- In-Game Shop
- Progressive difficulty
- User Interface
- Menu Animations and Transitions
Thomas can be contacted by e-mail at TSteff63@yahoo.com
Virtual Reality
Space Cadet VR
Showcase of Space Cadet VR to demonstrate the use of programming efficiently in a VR environment using the Oculus Quest 2.
In this demonstration, I make use of the Unity Engine's event system, timelines, and the implementation of the Oculus developer kit.
- Oculus Rigging
- Customized Hands
- Gesture Management
- Height Adjustments
- Button Interaction
- Grabbable Objects
- Timeline and Story Sequencing
- Audio Management
- Ship Movement and Manual Steering
Shoot VR
In the apocalypse, you must make a stand.
- Various Guns
- Destructible Props
- Destructible Environment
- Zombies and Monsters
- Ragdolls and Physics
- Physic Explosions
- Interactable UI
- Bosses
- Timeline Events
Sandbox
Built from the ground up, this unique shooting range was created to implement, code, and test various weapons, features, and concepts.
UI
- Controlling UI through Hand Devices
- Controlling UI on Stationary Objects
- Controlling UI in a 3D virtual spaceCustomized Guns
- Final Fantasy 7 Barret's Gun Arm
- Megaman's Buster Cannon
- - Object Pooling
- - Physics explosions
- - RaycastingMelee Mesh Slicing
- Final Fantasy 7 Cloud's Buster Sword
- - 3D Model Mesh Slicing and Separation on contactCustom Hands
- Gun Arms
- Interchangeable Arms
- Custom Rigs
- - Efficient Hand Techniques
- - Custom Hand Animations
- - Animation Rigging to wrap grips around objects using Inverse KinematicsOn Rails
- Ridable Vehicles
- Stable Motion cinematics
- Motion Sickness awareness and techniques
Please take a read through my Medium Article on Important Tips for Virtual Reality
Thomas can be contacted by e-mail at TSteff63@yahoo.com
Developer Log
3/10/2021 - VR Intensive Training
What I did:
Corrected the flight stick issues. One problem was that the hand colliders were pushing into the actual ship, causing it to sink or push in incorrect directions once off of the 'track and dolly' system.
Created a ui system with simple animation. Linked ui values to the audio mixer for volume control.
Did a number of playthroughs and small bug fixes to insure the game ran smoothly.Presented project.Complete! :)
3/9/2021 - VR Intensive Training
What I did:
Added in Controller Vibration manager script
Added in 0.5f and 2 second controller vibration signals to the timeline sequences during warp and asteroid interruption
Installed Universal Render Pipeline for optimization
Added script to make ship moveable by keyboard input
Worked on collision and layers to prevent on-ship items from colliding/flying around and breaking ship movement.What I plan to do next:
Implement VR flight controls with the ship movement script.
Add in UI
Project clean up and bug checking
3/8/2021 - VR Intensive Training
What I did:
Created new timeline for after reactor is fixed
Created new timeline for warping to home area
Made chest accessible by button
Chest uses hinge joint and opens by hand instead of animation
Added power core behaviour and audio/button triggers
Added event for 4 reactor power buttons
Adjusted canvas fader
fixed bug with chair rotation (was using eulerangles instead of localeulerangles)
Set new layer to resolve fist/point colliding with chest
reactor buttons now "Glow"
Adjusted direct light shadows to Hard and lowered the strength to 0.5. Inside of ship is now more visible.
Fixed some timeline bugs
Adjusted asteroid particle system's life span to dissappear 5 seconds after reaching behind ship for optimization
-adjusted growth over lifetime curve for better visuals
Adjusted switch button animations to not pop out as far when rotating
Placed a box collider at bottom of coffee mug to reinforce coffee spheres from going through mesh
Adjusted power core triggers, can no longer be triggered more than once.
-Good powercore is deactive until bad powercore is removed (due to chest collision during track/dolly sequences)
Set a number of buttons that are not initially interactable to be colored black until they are activated and flashing
Added in Sparks Particle system to reactor chamber, disables when bad powercore is picked upWhat I plan to do next:
Controller vibration on warp
Week 4 - Free Flying controls
3/6/2021 - VR Intensive Training
What I did:
Adjusted asteroids to grow in size over life to help the illusion of not just spawning in the distance.
Adjusted timeline events and scripts so the warp button will transition to the next scene chronologically correct
Added in a fader from black to play at start
Added in a fader to white to play at the end of Warping, this allows the change of scenery without the player seeing it.
Timeline to play case 4, repair mode. Simulates ship shutdown by playing sounds and calling events. Alarm light flickers with event calls.
Event that turns all button colors black and disables the ability to interact
Same event turns all screen colors black, simulating they are shut off
Same event change direct light low or high.What I plan to do next:
Turn Chair - replace power core
Warp to 'home' area
3/5/2021 - VR Intensive Training
What I did:
Changed the shader of the switch buttons to VFXMasterShaderTransparent. This allows me to change the color of buttons for flash/on/off states but also uses a color burn to simulate the buttons being 'lit up'.
Heavily adjusted and finished the track and asteroid sequence. This includes the Asteroid particle effects, audio clips, skybox, signal emitters/receivers, and game object activations. Alarm sound and Red light should be synced together now.
Fixed an issue where the Timeline sequence would change on the wrong director.
At the end of the sequence, player is told to initiate the warp drive again. Signal emitter now triggers the button to be interactable again. It also changes the values to have the button begin Timline Sequence 3 on correct director, which is the "warp away from danger area".
Fixed an issue with the track path not resetting at the correct time.What I plan to do next:
Continue working on Shutdown/Repair Sequence
3/3/2021 - VR Intensive Training
What I did:
Created Warp prefab
Removed emissions from buttons, didn't look well.
Added in a "ButtonGlow" texture and enlarged it with tiling, looks nicer.
Created new Cylindrical buttons with derived script.
Created Aniamtion Override Controllers to dynamically set up new button animations
-This worked for the Button Cover release as well.
Created a flashing button to release the Warp Drive cover, which then allows the user to access the Warp Drive button.
Set the TimelineManager script to a singleton since it will be accessed by multiple scripts through this project
Created WarpDrive script for the button, this checks if it is able to pushed, if it has been pushed, if the user can enable the warp again and if the user can proceed to the next timeline sequence
Fixed some an issue where multiple buttons scripts appeared due to prefab setup.
Made the WarpDrive script more dynamic for future use in Timeline Sequence
Began setting up Asteroid Sequence
Within Asteroid Timeline, removed large ships and satellites, set sfx, music, and VO audio, set warp to enable / disable.
Set up Asteroid Gamestate in GameManager for development ease purposesWhat I plan to do next:
Finish Asteroid Timeline Sequence
-Alarm audio need to trigger
-Red lights need to flash with alarms in sync
-Skybox needs to change
-Sequence needs to reach and end and allow player to warp to next sequence
3/2/2021 - VR Intensive Training
What I did:
Added in Timeline and Playable Director components to create Launch Sequence for ship.
Extended the Cinemachine Track and Dolly script to allow for signals to be called from the Timeline. New methods include speed modifications and changes, as well as a Lerp to the speed change. This allows a smooth transition when the speed is modified, rather than instantly jumping to the next speed in a single frame.What I plan to do next:
Need to work on the 'Warp' transition and playtest the overall gameplay to make sure everything is transitioning and playing chronologically.
Some sounds also need to be added in still
3/1/2021 and before, during Week 2 - VR Intensive Training
What I did:
Created Github account and created repository
Animated main screens to play and boomerang
Moved OVR camera to decent position
Added collider and grab script to coffee mug
Added offset for mug
Added custom hands into scene
Button Challenge - Should know if button is on or off, if on turn green, if off, mesh renderer turns red...
Delay between how fast the button can be pressed
Abstract classes for buttons
Make buttons 'glow'
in editor button to trigger buttons for ease of testing
statemachine for timeline of game story
Better to use on the fader use an event systemWhat I plan to do next:
Learn and Utilize Timeline Asset
Add in Cinemachine Asset