✧・゚: *✧・゚:* Nice to meet you! My name is Mari Muramoto! *:・゚✧*:・゚✧
Hello, welcome to my personal website! This is where I share the games and projects I've created/am currently working on. Take a look around using the tabs above, and if you'd like to connect, reach out anytime at muramotomt@gmail.com or check out the links in the resume tab! (˶ᵔ ᵕ ᵔ˶)
♡ thanks for stopping by! ♡
HI! I'm a third year student at Chapman University studying Computer Science and Game Development. I absolutely love bringing game ideas to life, whether through code or design. Right now, I'm on the hunt for internships or positions in the game industry where I can create, learn, and contribute to projects I'm passionate about!
I love creating games! Here are the games that I've created or worked on:
Harvest hustle is a 2D farming simulator where the player is on a deserted island and must harvest crops or gather materials to sell to the merchent. Right now I've implemented an inventory, collecting, and selling system and my future plans is to make a shop where the player can use their money to upgrade their island. I have also added footstep sounds and background music. The map design was created by me and I used these amazing assets from @Cup Nooble from itch.io
This cat collecting game is a cozy 2D exploration and interaction game where the player works at a cat cafe and builds relationships with visiting cats to get them to stay. As the player explores the cafe and surrounding areas, they will see cats scattered around the map. When the player interacts with a cat, they enter a short “bonding encounter” where they try to win the cat’s affection using various actions such as offering snacks, petting, or playing with it.
If the player presses the right choices to tame the cat, the cat chooses to stay at the cafe and becomes part of the permanent roster. Each cat has unique mood states, preferences, and reactions, making every encounter feel different.
A dating simulator prototype where you romance alcohol-themed characters while managing your affection and sobriety meters. Mystery Mansion's dialogue system relied heavily on ScriptableObjects that were tightly coupled to Unity APIs, making it impossible to isolate, test, or reuse. For this project, I started with .NET Standard assemblies set up correctly from the beginning. This let me use MVVM patterns and dependency injection to keep core systems independent from Unity, resulting in a cleaner and more scalable codebase we could actually reuse. I was in charge of drawing and rendering all of the characters and also creating the dialogue branches for each of them. I hooked up the hearts and sober meter system in Unity according to each response.
A point-and-click Clue-inspired murder mystery prototype where you navigate the mansion and interrogate suspects to find out who killed Lord DuPont. I was in charge of creating the scenes changing point and click foundation so the player navigates to the right part of the room and voice acting one of the characters. The game is fully voice acted!
Here are some websites I've been working on recently:
This website keeps track of all your tasks and the more you complete, the more your Pokemon level up and the more you can collect. There's built in background music and sound effects in this website and a tab where you can check your "Box" that shows the pokemon you've collected. There are multiple sections to this website, the main weekly layout, future tasks, overdue tasks, and non-dated tasks. The website runs automatically according to the days and your tasks moves according to the due date. Over 100 users love and use this task managing website daily!
A multiplayer 3D arena shooter where the world reacts to sound. Corporations run live combat arenas where fighters test experimental weapons and mods against each other. It's weapons R&D disguised as spectator sport, broadcast for entertainment. Everyone starts with the same loadout, but you customize your enhancements and gear as the match unfolds to build your own playstyle. I'm working on level design for this project.
Roll-A-Ball is a ¾ perspective, third person collection game with a target audience of kids ages 7-12. Players control a ball and roll around to collect points and items to give to NPC’s. Collect all the collectibles before the timer reaches zero to win. Roll-A-Ball features 5 levels, each level challenging the player by adding more mechanics and navigating more difficult levels. Each level will have a different time limit, but once they collect all the points and fulfill the NPC’s tasks, the round will end. If the player fails to collect everything before the timer ends, they will lose.
Monkey Business is a 2D side scroller survival game where the monkey fights different bananemies in waves and levels. When the monkey kills a bananemy, you get bananas and with that, you can upgrade your monkey. There will be 8 stats the player can upgrade. Health, DMG, APS, DPS, speed, range, cooldown, monkey class. The player can upgrade these stats while battling the bananemies.The player can also pause and reset any time they want during the level. The player upgrades these stats independently depending on what they want to upgrade and when they upgrade their class, they get new buffs, but their progress is reset. If the player wants to return to their old monkey, they can switch back and their stats will stay the same as when they originally used it. The game ends when the player has completed all levels.