
Jakob Lalic
Projects
The Following is a set of projects that I have worked on during my time at Academy of Interactive Entertainment.
2023 (Game Design Studies - Year 1)
Snowman Smith - Sound Design Project
Snowman Smith is a small group project that was to show how to use audios in a game, my role was to course the audios and create the map along side the props and the starting stand.
Gameplay: You would start at the stand than once you press take order you would be given a list of what the customer wanted on there snow man. You start off with its body by rolling it than proceed to adding its props and finally move to its face which is done by clicking the faint coal marks.
Team Members:
-
Balin Drury
-
Ethan Harrison
-
Ethan Schirmer

The Forest - Narrative Design Project
The forest was a narritve based project told a story about a young fox that would go on to save the forest by using folk lore told by the elder animals.
Gameplay: The gameplay was very limited and basic due to the time restraints we had for the task. The player started off by meeting a strange fox near a pobegin to chat until the player is asked if they know the story of what happend to the forest. The play declines to know and the fox tells the story of his past.

The Red Woods- Level Design Project
We were tasked with creating and writing any stage of a games progress, I had choosen to do a start of a game named The Red Woods. The level's gameplay was planned to be a third person melee horror adventure where the player would plays as a young woodsman named Nitro, his curosity takes him on a journey as he truns into trouble and learns about the secrets that hide within the woods that was nicknamed by the towns folks as "The Red Woods".

The Calling - Production - (Group Project 2023)
This was the first big project that I would work on during my time at AIE during my first year, it composed of all the first year arts, programmers and designers to come together to spend three months planning, writing, producing and presenting in a semi realisic way to how it would work in the industry. We settled on the idea about a Wendigo that would hunt down the player as they try to collect clues to a mystery murder that happend within a nearby camp grounds.
Gameplay: The player was given the ability to freely roam the map which allows them to explore and find the clues, the player could stumble onto a statue that allowed them to respawn at that location. Tents at the camp grounds could be used to hide in from the wendigo which can help the player avoid the danger and allow them to replan there pathing once its safe. Once all collectables are found a path will open that leads to a haunted tree which turns out to be a shrine for the Wendigo.
My roles during he project were sourcing out the audios that were than either splice together to create more necessary audios or left to the orignal states but altered in sounds level. Once all the audios were sourced, I was the lead in impermenting and testing the sounds within the build before it was than polished.
Team Members:
-
Ethan Harrison
-
Balin Drury
-
Archie Holik
-
Yash Chadha
-
Mackenzie Power
-
Alyssa-Lei Strickland
-
Andy Grant
-
Emmanuel Williams
-
Thomas Jackson

2024 (Game Design Studies - Year 2)
Deception- Psychology and Economies
In 2023, I was inrolled into the second year known as the advanced course were got to dive into more detail about the more finer details of gameplay and how features can effect that gameplayer overall. Our first project of the year was about
Economics in gameplay and how they should be balanced.
Gameplay: The idea of the game was a puzzler with the twist of seeing and understanding things through a younger mind set. The player would play as a young fox that would follow in the foot steps of the elders tales about a strange pond fond deeper within the forest after the traveling merchent sells the town a strange potion that he claims can cure or be used in anything. Each stage of the game would be based around the location such as the home street, town center, the forest than the pond, the player progressed by collecting pinecones known as pine from the puzzles to allow the player to upgrade stats and unlock new abilitys to progress through new puzzles in future stages.

Dog Identifier App - Designing the User Experience
In 2023, I was inrolled into the second year known as the advanced course were got to dive into more detail about the more finer details of gameplay and how features can effect that gameplayer overall. Our first project of the year was about
Economics in gameplay and how they should be balanced.
Gameplay: The idea of the game was a puzzler with the twist of seeing and understanding things through a younger mind set. The player would play as a young fox that would follow in the foot steps of the elders tales about a strange pond fond deeper within the forest after the traveling merchent sells the town a strange potion that he claims can cure or be used in anything. Each stage of the game would be based around the location such as the home street, town center, the forest than the pond, the player progressed by collecting pinecones known as pine from the puzzles to allow the player to upgrade stats and unlock new abilitys to progress through new puzzles in future stages.

Pigeon Game - Production for Clients
This was another exercising of what we will expect to deal when working within a studio that provides services for a client. The game was a simple scoring game that had the player player as a messeger pigeon that would fly through new york.
Gameplay: The player would play as a pigeon on a rail system and the goal was to take as little damage as possible while still trying to score the most amount of points by collecting the targets as the player flys around the city.
My roles within this project was making the props for the map and sourcing out audios that would be used later in the game.
Team members:
-
Ethan Schirmer
-
Kynan Tapp
-
Connor Colledge

Mini Retro - Virtual and Extended Realities
About half way through the year we got to try making a small Virtual Realitygame which was exciting and very fun to make as I had alot of expirence with using Virtual Reality and games that used it from my perosnal time.
Gameplay: The gameplay is very much familiar to regular mini golf but the twist was the ability to make it more harder by allowing us to do things not possible in the physical world like floating islands and alter the gravity. The player would use either hand to hold the putter than use it to move the ball by hitting it and the harder the hit was the faster and further the ball would travel.
My roles within the game were sourcing the audios that would be impermented after being spliced if it was nessary to the needed desire of the audio than towards the end of the game I would test it for bugs and glitches.
Team members:
-
Fabian Tunn
-
Mackenzie Power
-
Isaac Lyberis
-
Kynan Tapp
-
Ky Baum
-
Connor Brady
-
Jazmin On
-
Mackenzie Power
-
Wallace Andreas van Zyl
-
James Ford

ILOVEYOU- Major Production (2024 Group Project)
This is the biggest and longests project that I have worked on within my time at AIE and one that I have developed my skills on the most. ILOVEYOU is a game based around the virus that would send the virus through emails and would loop the process if the victim opens the email containing the virus which it will stan spread to toeh victims contacts sending them the email aswell. We didnt want to create a virus so instead we chose to keep the themeing of a virus inside a computer but make it into a bullet hell with power ups/sabatarge cards.
Gameplay: There are two ways to play the game.
Multiplayer is a two player split screen were the players might fight off the bugs to survive while doing there asigned tasks in order to be rewarded with cards that can either help themself with dealing with the bugs or cause a problem to the other player to either slow them down or drain there health.
Singleplayer follows in the same footsteps as multiplayer but it only a solo player with the objective to survive as long as they can but the cards are only limited to support cards that can assist with them defeating the bugs while errors can cause problems to the player such as slowing down in a lag like state or the fans heating up to the point of burning up.
My roles within this build were split into two jobs between the first and second half of the project. During the early stages of the game I was the person to collect and document audios that were planned to be used.
Team members:
-
Aidan Majcen
-
Oskar Walters
-
Aidan Majcen
-
Jack Robertson
-
Jackson Lucas
-
Wallace Andreas van Zyl
-
James Bagley
-
Jake Clark
-
Anthony De Bortoli
