Released on iOS (iPhone4 Generation) / Android / FireTV.
RedShift is a solo game project I entirely produced after being inspired by a particularly intense song by the band Redshift, whom the game is named after (and were cool enough to even let me use the song). Whenever this song was playing it felt like I had to be diffusing a bomb or something incredibly important. Fukushima had just happened, and hearing about some of the intense stuff they had to do to prevent the disaster from getting worse spawned the main idea for this game- you are the last person alive in a futuristic power facility that is overloading and about to explode at any minute. The level layouts are semi-procedural meaning every experience is unique and different, and the time left is mostly obscured which keeps the whole experience feeling quite intense. I'm very happy with how it came out.
Mobile phone 3D was still pretty limited during the time, and doing complex 2D in Unity on mobile was still extremely expensive and difficult, so I aimed a 2.5D lo-fi PlayStation 1 aesthetic. Environments were entirely 3D but at a fixed angle, and the main character and effects were 2D based. The main character was an animated 3D model baked and then refined as 2D sprites. Modeling software used is 3DSMax.
Even though this wasn't my first rodeo in Unity it was my first 100% complete solo game project with it- tackling art, programming, game design, testing, audio, promotion, and so on.