Damian Harrop

Overview
Engine: Unity
UI Art: Clip Studio Paint
Video Editing Software: Movie Studio Platinum 13
Dev Time: 8 Months (1/2020-8/2020)
As of 2022, we have over 100k downloads on Steam and a mostly positive review score!
Forkdrift is an online multiplayer game where players can go head to head and flip friends to earn points in “Fork Frenzy”, or capture and hold a central point in “Delivery”. You can find this game on Steam here!
Forkdrift was made during my 3rd year in college for our production class, which replicates the game industry and development practices.
Game Trailer
My contributions
Forkdrift was a big learning opportunity for me as this was the first game that my role was primarily focused on UI. I was inspired by games that have moving elements in their menus like Rocket League and Persona, and in my work I tried to incorporate moving elements like in the main menu and the game mode select screens. I was also inspired by the idea of making the menus seem like the player was getting ready to clock in to their shift at the warehouse, so I created backgrounds using 3D assets from the warehouse we had in game and made 3D assets using Unity’s Probuilder tool for the settings screen.
Looking back on the game years later, there are so many things I would do differently as I have gotten more knowledge in UI development, but I love how campy the game is, and am still very proud of the work we did and the game we made.
Overview
Engine: Unity
UI Art: Clip Studio Paint
Video Editing Software: Movie Studio Platinum 13
Dev Time: 8 Months (1/2020-8/2020)
As of 2022, we have over 100k downloads on Steam and a mostly positive review score!
Forkdrift is an online multiplayer game where players can go head to head and flip friends to earn points in “Fork Frenzy”, or capture and hold a central point in “Delivery”. You can find this game on Steam here!
Forkdrift was made during my 3rd year in college for our production class, which replicates the game industry and development practices.
Game Trailer
My contributions
Forkdrift was a big learning opportunity for me as this was the first game that my role was primarily focused on UI. I was inspired by games that have moving elements in their menus like Rocket League and Persona, and in my work I tried to incorporate moving elements like in the main menu and the game mode select screens. I was also inspired by the idea of making the menus seem like the player was getting ready to clock in to their shift at the warehouse, so I created backgrounds using 3D assets from the warehouse we had in game and made 3D assets using Unity’s Probuilder tool for the settings screen.
Looking back on the game years later, there are so many things I would do differently as I have gotten more knowledge in UI development, but I love how campy the game is, and am still very proud of the work we did and the game we made.