Robert MacGillivray's Game Demos

Here's where you can download some of the stuff I've been working on and play around with it! If you have any questions or anything, shoot me an email at macgillivray.robert@gmail.com and I'll get back to you ASAP. Also, if you wanted to look at some of the Unity Asset Store packages I've been making (which is really the more currently relevant work of mine), head over to my Unity Asset Store page and check them out. Be sure to let me know what you think so I can grow and improve as a developer! Oh, and if you're seeing some ads running around here, I've been running some tests, so please ignore them :)

Null Space

Updated: Dec.07.2017

This is a fun little game made in RPG maker. Definitely give the trailer a watch, it could amost be an intro cinematic to set up the game. I was responsible for a lot of the technical bits and a little bit of the writing. If you go down the saddest route where you find love and betray that love, that was my baby. Enjoy, and give it a couple runs with different choices! Download, and then extract using 7-zip. Find the Game.exe file to play. Made for CMPUT 250 at the University of Alberta by CRT Studios: Christian Ford, Colter MacDonald, Robert MacGillivray, Todd Pruden, Remi Arshad, and Cameron Tran.

Parallel Drive

Updated: May.06.2015

This was something myself and four other people whipped up during a game jam. I provided almost all of the coding, sound implementation, and most of the work in Unity itself. It was nice to work with a random group of artists (and one programmer with no C#, Unity, or game development experience who was there to learn) to see what we could come up with while aiming to include things that would get us bonus point badges. Have fun!

Indie Pong

Updated: Feb.15.2014

This one's really just a fun little project I made when I first started game programming. It was done in XNA (blah) and I even added my own rudimentary physics and vocal sound effects! Unfortunately, because it was done in XNA, you'll have to actually install it on your computer to play it. Oh, by the by, there's no single player mode, unless you're some sort of masochist that likes to play both paddles in pong.

Mukondin

Updated: Dec.07.2018

This is an experimental text adventure that explores the experience of a lost young child who doesn't speak the local language. I was responsible for all of the tech, and a lot of the editing. Download the zip for your platform, extract the contents, and run the executable. No installation required. Navigate options with the mouse, or number keys, and right-click to advance through the text more quickly. This game was made for STS 350 at the University of Alberta by Goes Beyond Games - Robert MacGillivray, Dylan Nixon, Atharv Vohra, Nate Spasiuk and Jaylene Marshal.

Maze of Survival

Updated: Apr.25.2014

I like to think of this as a little XNA prototype for the work I've done in Unity developing my maze algorithm (one of the things I sell on the asset store). The algorithm...well, it worked. Sort of. Sometimes the player got boxed into the starting zone. But the atmosphere and the gameplay turned out exactly the way I wanted. I even taught myself how to make a camera follow the player which seemed like such a huge achievement at the time...oh how little I knew back then haha

Some Multiplayer Labyrinth Thing

Updated: Apr.15.2015

I plan on actually moving forward with this one and making it a real game someday - for now it's just a neat demo that you can play by yourself or with a friend over LAN that showcases some procedural generation. You walk around a maze and leave messages for each other by drawing on the wall until you find the exit. There's also randomly generated weather and stuff. Anyway, let me know if you find any bugs so I can squash 'em real good.

Space Race in Space Three: Moonfall

Updated: Apr.20.2015

Always start with the final part of the trilogy! It's a bit of a fever dream created as a school project with my friend Adrian Pillay. It's (usually) a flight-based game with free-form movement that'll sometimes let you spend a few hours flying across a solar system if you don't want to take the warp gates. It's a rough demo at this point but, if you finish the first three levels, there IS a fourth, "final" level that delivers on the promise in the title. If you finish the final level you have to start a new game if you want to play again (sorry). Special thanks to Carson Lane for his musical talents.

Destructible Battlefield

Updated: Oct.14.2014

You'll need two controllers to play this one - sorry! I'll admit that this was done a while ago and I was going through a huge learning curve and wouldn't let that happen anymore. This one was pretty fun for me to test, being able to lock on to almost anything with a rocket launcher (left trigger) and then blow it to kingdom come is a "blast" haha. Get it? Blast. Oh I'm so punny somtimes.

Kaiju Attack Simulator

Updated: Dec.03.2014

My friend Ross William Parsons and I worked on this one as a class project. He did a lot of conceptualizing, planning and designed a lot of the code structure while I was responsible for the majority of AI programming. Basically you watch a city get destroyed by a giant green capsule while a bunch of little blue capsules try to hide in buildings. There's actually quite a few nuances to the AI for a school project - see how many behaviours you can spot!