Anthony Mitchell

Unity / UE4 Technical DEsigner

Projects

Kingdom beats

PC

Enter the Kingdom of Beats ruled by Jet. The behemoth, cybernetic lion. Experience an intense, EDM themed, PC rhythm game.

Survive against Jett as you experience many of your favourite EDM genres in your desired difficulty.

My role on Kingdom Beats:

  • Team Manager / Leader
  • Sole Game Designer / Programmer

Team size - 7 individuals

  • 1 - Game Designer / Programmer
  • 1 - Audio practitioner
  • 3 - Modeller / Rigger / Animator

Development Time Period

  • 8 months

I was involved in the:

  • Programming / Design of all game systems. Each built using the foundation of the following:
    • A map editor using XML for the generation of each level's notes.
    • The player's movement mechanics, and each notes mechanic.
    • Accuracy system, adaptable for each map and their difficulty.
  • Sourcing / Imlementation of Visual Effects / animations / particle effects.
  • Sourcing / Implementation of all music / SFX
  • Level design for each level
  • UI programming for the map selection screen.
  • Management / Leading of the project


Spark Jumper

VR - Oculus Go

Spark Jumper is a virtual experience built and designed for the Oculus Go Headset. This rhythmic experience evokes energetic thrill as the player must jump from spark to spark to reach the Rising Spark. The experience progressively increases in intensity as both the difficulty, and audio / visuals develop throughout.

My role on Spark Jumper:

  • Team Manager / Leader
  • Lead Game Designer.
  • VFX / Texture Artist

Team size - 10 individuals

  • 2 - Game Designers
  • 1 - Programmer
  • 6 - Audio practitioners
  • 1 - Modeller / Animator

Development Time Period

  • 13 weeks

I was involved in the:

  • Design of the experience's core systems
  • Balancing
  • Project management / directing of external participants within the project (Audio, Animation)
  • Management / Leading of the project / team.
  • Client / team communication / feedback
  • Handling / Creation of builds for the Oculus Go.


Inner Demons

Mobile - Android

Inner Demons is a narrative driven, rogue-like RPG, built and designed for Android devices.


Suffering from amnesia, play as Sam as you progress through the mysterious dungeon. Defeat corrupts by casting elemental attacks to counter their elements. Hunt to explore the world while finding lost memories of Sam's mind. Discover who Sam is shape the future to come.

My Role on Inner Demons

  • Game Designer
  • Game Programmer

Team size - 1 individual

  • 1 - Game Designer / Programmer

Development Time Period

  • 3 weeks

I was involved in the:

  • Design of the game's play-loop and balancing .
  • Programming of most gameplay, and all UI elements.
  • Level Design
  • Creation of Audio, and Art assets.
  • Sourcing of Art and Audio, and VFX Assets.
  • Playtesting / Feedback sessions.



Space & Tactics

Mobile - Android

Space & Tactics (SnT) is a multiplayer, turn-based, strategy game, built and designed for android devices. SnT presents a similar gameplay loop of the traditional strategy game 'Battleship'. Take turns earning in-game currency 'Dallions' as you strategies through an arsonal of attacks, defences, and utility themed abilities. Destroy the enemy's fleet of ships whilst your own still remain to be declared victorious.

My Role on Space & Tactics

  • Team Leader / Manager
  • Game Programmer
  • Game Designer
  • Lead Artist / Animator

Team size - 6 individuals

  • 1 - Programmer / Lead Game Designer / Lead Artist / Team Manager
  • 1 - Lead Programmer
  • 1 - Sprint Master, Artist, Game Designer
  • 1 - Game Designer, Artist
  • 1 - Game Designer, Artist
  • 1 - Game Designer, VFX Artist

Development Time Period

  • 4 weeks

I was involved in the:

  • Management / Leading of the team
  • Design of the game's play-loop and balancing .
  • Programming
  • Game Design
  • Creation of all animations, and Management of all sprites, VFX, music and SFX.

Lights Out

Boardgame - Print and play

Lights Out is a strategy-based boardgame, built and designed for print-and-play. Trapped in a cave, hero's must expend gems as their life source, in order to see in the dark cave. Player's must balance their gem count by manourving through the board, and attacking player's strategically. Ensure you utilize your hero's unique playstyles in order to be the last one remaining.

My Role on Lights Out

  • Team Leader / Manager
  • Game Designer
  • Artist

Team size - 4 individuals

  • 1. Team Leader / Manager / Lead Artist
  • 2. Game Designer
  • 1. Artist

Development Time Period

  • 6 Weeks

I was involved in the:

  • Management / Leading of the team
  • Game Designing
  • Being the Lead Artist