JIMAE MAZIO FRANCES ANNE S. MANAID

[email protected]

ABOUTPORTFOLIO

under construction! still compiling and adding more of my work!

ABOUT

Hello! I’m Jimae Manaid, currently finishing my bachelor’s degree in Entertainment Multimedia Computing, with a specialization in Game Development.As a game developer, I pride myself on respecting all aspects of game development as indisposable, a mindset that has let me hone my skills in multiple fields such as programming, game design, story writing, soundtrack composition, and concept art.Even as a child, I was obsessed with stories – books, movies, tv shows, comic books – I would get them anywhere I possibly could… even from video games.Growing up, I had no real preference for my career other than I wanted to be involved in stories. That was the thing I was most sure of. I wanted to be an author. I wanted to be an actor. I wanted to be a film director, anything -- as long as I would be where stories are made.I chose game development because of a predicament born from this love for all kinds of stories: how do I tell the difference?How do I know what kinds of stories were meant to be novels and what were meant to be movies? What kind of stories were meant to be songs and poems? What kind of stories were meant to be video games?As soon as I started game development, the question I always wanted to answer the most was this:Considering control by the player is something that is only inherent in video games (though other media have tried to incorporate this such as Choose-Your-Own-Adventure books, this was because of a decision to include it. You cannot decide to not include player control in a video game. When you try, you will end up with something that is not a game),what kind of game can only ever be a game?What kind of story can game developers tell that is so attached to the player’s control that the idea of making it into anything else, like a movie, would seem disgraceful?I hope to surround myself with developers who respect game development as a separate art form in this way, and not just as a gateway to movie adaptations.It is because of a life studying these differences between respectable art and story forms that I want to make games for those who truly want to play games.

[email protected]

ASYMPTOMATIC


PROJECT LEAD & MANAGER
LEAD GAMEPLAY PROGRAMMER
LEAD SYSTEMS PROGRAMMER
LEAD STORYWRITER
LEAD SOUND DESIGNER

THIS GAME IS AN INDIE GAME STAR - PGDX 2025

3 stories, 4 hour gameplay, developed in 120 hours. first level gameplay videoAsymptomatic is a game I made with a team for the subject Game Production.The pitch started with two words – Differential Diagnosis. Sound familiar? During the very first class, we were asked to submit our own game idea that fit under the term’s theme of Medical & Hospitals.Here is the direct quote of our my two-sentence submission: A differential diagnosis game using a mystery game approach. Patients come in and tell you about symptoms that are not immediately or plainly explained by one condition. Use the patient's history, find out what they are exposed to at home or at work, to find out what obscure, rare disease or diseases they may have.One of our main inspirations may have been obvious from the pitch, but the approach to the cases or medical conditions are very much inspired by House MD.This game is half a visual novel interrogation and half a first person investigation – our other 2 main inspirations are the Ace Attorney franchise and Hotel Dusk: Room 215.

MUTINY


GAME PROGRAMMER
2D ARTIST

Short multiplayer rounds. Developed in 10 hours. itch.io / demoPirate ships and bombs !!!!!!!!!!!!!!!!!!!!!!!
Take your anger out on your friends by — that's right — BOMBING THEM! Mutiny is a local multiplayer game that can support up to TEN players!
A local multiplayer game inspired by Smash Bros and Bomberman well known even amongst CIITzens due to its fun, casual, and collaborative play. This was originally a 2-day project, but there are now plans to expand it and make it a true competitive platformer game with online multiplayer and diverse maps.

THE SPACE BETWEEN


SOLE STORYWRITER
LEAD VOICE ACTOR
GAMEPLAY PROGRAMMER
GAME DESIGNER
3D ARTIST

30 minute gameplay. Developed in 20 hours. Gameplay videoMade as a finals project for College Physics. We were instructed to make a game that demonstrated the three laws of physics, so we made a narrative puzzle game set in space. In zero gravity, even moving an inch is a puzzle.Lena, a woman in her forties, is both an astronaut and a marine biologist. She is one of the two astronauts sent to space for Project Hercules, yet another mission to look for potential homes for the human race. For the first part of the mission, she mans the command module, Helen, and undocks one of the landers, Obsidian, with her one and only co-astronaut inside it. All alone now, she does maintenance on Helen while waiting until she needs to land herself. A space rock hits the spacecraft, destroying Helen and disconnecting its second lander, Scoria.Already lonely and miserable, Lena tries to move herself in zero gravity, all while still trying to convince herself with memories of Earth that her own life is worth saving.

GOLDFISH


LEAD GAME DESIGNER
LEAD PUZZLE DESIGNER
LEAD NARRATIVE DESIGNER
PROGRAMMER

30 minute gameplay. Developed in 36 hours. itch.io / demoA game I made with a team representing Alzheimer's using implicit storytelling through environment and actions. I led for game design and story. This game was made in 36 hours, and received praise from both judges and peers.You’re fragile, you’re fading, and you were never meant to last very long with the way you are now. But still – try. Traverse through your life, or what’s left of it.Swim through memories of the past while avoiding even minuscule mistakes that could lead you to lose yourself. Try for more time when some of your memories catch up to you, but don’t get greedy lest you bite off more than you can chew. And above all, try to remember, goldfish.You're supposed to feel frustrated. You're supposed to feel confused. How else to feel... when you try so hard to remember?

COURAGE TURNED CARNAGE


SOLE PROGRAMMER
GAME DESIGNER
UI ARTIST

30 minute gameplay. Developed in 12 hours. itch.io / demoMade by 3 students in less than 12 hours for a finals project.The story follows a high school student named Zackary Hancock who wishes to build confidence in himself. To do this, he decides to be his class's representative in the upcoming “Test of Courage”. Around this time, news has spread of a serial killer who’s been active in the area -- known as “The Butcher” due to his brutal way of killing his victims and leaving hatchets embedded upon their corpses.During the day of the test, when it was his turn to enter the campus, something seemed off. Rather than the regular scare others talked about, he found his fellow student dead with a hatchet embedded in their body. This told him all he needed to know: The Butcher is here. What was a mere activity to build up confidence has now turned into a case of survival against a brutal, psychotic lunatic. Will he live to see another day?

ALDÓ


PROJECT LEAD
SOLE STORYWRITER
SOLE CHARACTER ARTIST
SOLE CHARACTER ANIMATOR
SOLE SOUNDTRACK COMPOSER
LEAD GAME DESIGNER
GAMEPLAY PROGRAMMER

THIS GAME IS A CAPSTONE GAME IN DEVELOPMENT

ALDÓ is a non-linear story-driven puzzle adventure designed to make learning Kapampángan engaging, accessible, and fun. Set in a fictional town, players explore the environment, talk to townsfolk, solve environmental puzzles, and decipher the language used within the town.The story will follow a character who moves to a Kapampangan-speaking town without knowing the language To get themselves out of their shell, the player tries to build relationships with the colorful townspeople, but soon finds out that to do so, the player must connect with them through their native language.

GOD IS WATCHING


PROJECT LEAD
SOLE STORYWRITER
LEAD GAME DESIGNER
LEAD SOUNDTRACK COMPOSER
GAMEPLAY PROGRAMMER
ENVIRONMENT ARTIST
CREATURE ARTIST

THIS GAME IS IN DEVELOPMENT UNDER ARGUMENTATIVE ENGINEERING

GOD IS WATCHING is a first person shooter game about
a religious mercenary.

an altar in a hoodie pocketI put my hands together where you can’t see them. I grab on to myself inside my hoodie pocket, I pray there even when my hands aren't proper — too aggressive, too grasping, don't you know to pray is to have faith? There is no need for your nails on your skin. My nails on my skin. But I pray, god. God, give me control over these hands. God, don't let them go astray again.Someday, someone you love is going to get you a bigger cake, and it won't even matter that it's bigger. You’d be too busy thinking about love and cake to think about bigger. I think about three cats, about the black one that I'll name Jai, after my 8th grade best friend who got scared the same way you did. Put fear over everything the same way you did. I’ll get a calico and think of you when I do. I would have let you choose the third one and you know it.Still, there's a love letter here. And so I bring pens with no ink left. I look for other shoulders to bury my head in. I make an altar out of my hoodie pocket. I can't touch you, then, like this. I can't touch you any way at all.I take my hands out. Put on a show, I tell them, as I set them on my lap. Put on a show. They stay there. They twitch when you pass by. I forgive them.

a vigil for what has yet to dieIt’s carefully planned, we’ve got to hand it to you. You’ve thought this through - turned it over in your head, again and again.Fear lights the candle, shame wraps your fingers around the firm wax, and you’ve done all the preparation beforehand – white flowers, prayers, and a casket that holds an animal that isn’t dead. You’ve taken out its teeth, its claws, and its hunger, you think, so it might as well be. Light another candle.Be good. You are the bereaved, the one and only – the only one who knows there is something to grieve. Be good. Remember that a prayer must consist of both gratitude and a plea for forgiveness. Say,Thank you for the blessing of a new beginning. Thank you for the inherent curiosity that comes with it. Thank you for its earnest and innocent want to live and to frolic, to take and to give back, to know and be known. Forgive me for fearing it. Forgive my fear for killing it.

PRAYERIf you look through my journal, you will notice that I often use the phrase, “I pray”. Which shouldn’t be anything out of the ordinary – if I wasn’t agnostic. I don’t use that phrase because I have something to pray to, I use it because nothing else comes close to voicing desperation. A page from my journal, dated January 1st of 2022, holds this:I pray that I regret nothing but mistakes, mistakes that I remind myself I will surely make. I pray to be more patient. I pray that I will spend less time cursing the world, and spend more on making my way around it.If I say,I want the world to see me as I am and not as what I had been,
Then that is it.
But if I say,I pray for the world to see me only as I am. I pray for the world to not see what I had regretted to have been (though I have undeniably been who I was; it was no one else but me who set my own image in stone that I thought was on paper). I pray for this; I plead it to the dirt of the earth as a favor, though I come from its core.— the other strings of words just come with it. Like it comes from how I’m used to prayers being said. How in prayers, just as you must call names of the unfamiliar blessed and holy, I must call my own name, my own grounded place, sinful and unhallowed.

leaving love to destiny as the coward's compromiseyou want love
you want it out of your hands
everyone does but not quite as much as a coward does
you’re a coward and so you want
all of the reaping and none of the sowing
a lover’s hands are red: sore from holding on,
sore from burning, sore from working
you’re a coward and so
you have to paint yours the same color
you’re a coward and so
you leave it to destiny
like it’s a radar for what you want to take you:
you’re in a room with everyone else
hands flat on the ground
you won’t raise yours no matter how many chances you’re given
you let your palms sweat red onto the floor
and wait for destiny to tap on the crown of your head
and ask you to show your hands palms up
you want everyone who is willing to look at you to know:
you’re lonely
you don’t want to be anymore
and not have it be your fault

BRANDING


UnPAUSE - CIIT Official Game Development Organization

by Jimae Manaid - from concept to execution

Us founding heads of UnPAUSE decided that we didn't want anything too generic -- no game pads and no tech generic symbols either! Everyone else has already done that!We decided that we wanted to have story behind the logo that showed how much we respected game development as a whole, and as its several parts. Game development calls for skill in numerous fields, such as programming, design, story, sound, music, etc. In this organization, we strive to emphasize how indispensable each role is.Overall, the sword is designed to look like an older game asset, but the sword itself is what I put the story into.The sword itself is a variation of the Japanese ceremonial sword, Shichishito, or the seven-branched sword. It is an item so ancient that when it was made is still up for debate, and while preserved in Japan, is not allowed to be publicly displayed. Because of this, it has taken on different meanings in the art is has been referenced in.It has been used as a symbol of power, with the one holding the sword ruling over the six other branches/kingdoms, and thus the seventh blade, the main body of the sword, is what holds it all together.It has also been used to represent life, with the six branches representing paths that life can take, and the seventh representing that no matter the path or change, one life is one life.Other than the fact that large or unique weapons can still be closely associated with video games even to those unfamiliar with them, I decided to go with the seventh-branched sword for yet another meaning this sword is to take on for us.The branches as the indispensable roles, and the seventh as the goal we can work towards together: the act and art of game development.


LUVTERLUDE - personal art account and shop

by Jimae Manaid - from concept to execution

luvterlude is a portmanteau of the words love and interludeSomething that I had to come to terms with is that, to truly love this life the way I claim to do, I cannot only love its bigger parts. To be in a “love interlude” is to see love even in the in betweens of what you want and need. To love life is to love to wait for it too. To wait to be seen, heard, healed, loved, accepted – celebrated even. On luvterlude, I showcase two things that make all this waiting more than bearable for me (lovable, really): accessory crafting and writing — to show myself that these in betweens, these periods of patience-through-gritted-teeth and wishes upon the stars, are not interludes to love, but interludes full of love.And what is a stamp on a letter if not a prayer, a plea; get me from here to there, and please do it safely. Do it with mercy. Do it like you care for me. Please. There would be no grander act of love.

SAMPLE PUBMATS/POSTERS


GLOBAL GAME JAM 2025 POSTER

ORGWEAVE 2025 POSTER

GLOBAL GAME JAM 2025 PUBMATS

DESIGNED FOR MERCHANDISE


3D PRINTED MERCHANDISE


GACHAPON COVERS FOR 3D PRINTED KEYCHAINS + NECKLACES

3D PRINTED HEADPHONE ACCESSORIES

under construction! my external hard drive of my illustrated works is in my home province, pampanga :( currently staying in qc for college

CHARACTER CONCEPT ART


ENVIRONMENT CONCEPT ART


prompt: RELIGIOUS OCD

FULL ILLUSTRATIONS (ORIGINAL)


FULL ILLUSTRATIONS (FANART)


ILLUSTRATED FOR MERCHANDISE


ACRYLIC PHOTO FRAME HANDHELD CONSOLE KEYCHAINS

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