Lost In Ground
INTERNAL GAME JAM
Jun. 13-15th, 2025
Mads, Philip, Signe, and I committed to an internal game jam to quickly foster new ideas for future projects as well as to learn Godot in more detail.
We used Godot .Net to construct a gravedigging game in which you are contracted by ghosts and tasked with uncovering the lost items of the dead. The short demo combines randomly generated elements with a physics based gravedigging system.
My contribution was the design conception of the shoveling mechanic, UI development, and programming connecting the overall randomized game loop.
Project Thorns
UNDO-REDO CONTINUATION
Jan. 2025 - May 2025
At this point Mads, Philip, and I were seeking funding for our vertical slice of Project Thorns, the code name of our logic, puzzle, adventure game. Ultimately we did not secure funding and moved onto other project ideas, but the development of this concept has taught me a lot about design workflows and production management.
With feedback from the previous demo, we vastly improved the design of the game. This next demo was meant to be clearer, responsive, artistically realized, and even coated in deep storyline tackling complex themes.
In pre-production, my primary roles have been designer and concept artist. I've been utilizing Blender, Figma, Photoshop, and Krita to visualize this game in a professional format. With a game design document hitting 50 pages, I wrote extensively on every aspect of the game's design.
VISUALIZATIONS ASSISTING DEVELOPMENT
Here is a few examples of the extent of detail I put into the design documentation. The goal was to have documentation that did not leave anything up for debate or confusion. It was an iterative process to work out fundamental development concepts before core development started to effectively preemptively avoid later development hurdles.
All of the controls, UI menus, fonts, features, mechanics, characters, dialogue, themes, tutorialization, and art style were established in great detail.
CONCEPT ART & NARRATIVE
As a designer I seek to create a foundational set of tools, documentation, and resources to make development as streamlined as possible. Before we begin doing final art for the game, I wanted to some concept art that would establish the color palette, mood, and style of the world. I created extensive reference boards as well as two fully rendered pieces of art below.
Brittle Plateau
This is the setting of the game--a sci-fi, fantasy landscape that an alien species called the Phata have lived upon for many generations. The full game would take the player throughout many different regions of this land.
Brittle Ridge
This where the vertical slice demo would take place. This piece establishes the architecture of two different peoples, the foliage variety, angular landscape, and massive roots cutting through the mountains.
Undo-Redo Prototype
HARDCORE LOGIC PUZZLE
Dec. 2024 - Current
I've been working with Mads & Philip on a Prototype puzzle game based on the concept of Undo and Redo found in a variety of computer programs. This is a tile based puzzle with free player movement inspired by games like Cocoon and Stephen's Sausage Roll.
NO DOWNLOAD REQUIRED for our playtest build!
This Milestone build has 12 levels including a tutorial. This is to test its accessibility, difficulty, and commercial potential. Currently, this build does not represent what the final game would look like. "Undo-Redo" is a working title.
As lead designer, I was responsible for:
Core mechanical concepts built upon Mads' original idea
Documentation of mechanics, ideas, references, and critical feedback
Puzzle creation and implementation
Playtesting and bug documentation
Visual design of the prototype
Evolution of the game concept, I was responsible for step 2 and 3.