A Portal-inspired, first person shooter that focuses on destruction to dig tunnels and create debris to solve physics and platforming challenges across 50 levels.
A real-time (with pause) strategy game where you control a team of MMORPG heroes attempting to defeat raid bosses, with a heavy focus on coordination and raid-style boss fight mechanics.
A deckbuilding experiment where everything happens in real time. Players can still pause to consider their choices, but must unpause to play cards. Energy regenerates at a set rate (which can be improved with some items/relics), enemies attack on a timer, but telegraph their actions above their heads while winding up.
To ensure players aren't starved for draws in a real-time system, players are given a free draw every 5 seconds, or can spend 1 energy to immediately draw more cards and play faster.
The real time nature allows for new mechanics like consistent over-time effects for damage or healing, as well as making "Stun" effects less game-warping than they are in turn-based systems.
Inspired by MMORPG dungeons and raids where you often end up tunnel-visioning on health bars instead of the game's visuals (especially as a healer), this UI-only single player prototype lets you pick your party of tanks, dps, and healers, and take on unique boss fights.
Your character can be a combination of roles, picking abilities that heal, deal damage, buff, debuff, generate threat and more as you lead your party to victory. Enemy targets and Boss ability cooldowns are always shown on screen, with the ability to mouse over any ability, buff, debuff or cooldown for tooltip explanations. To create additional engagement, whenever the party kills an enemy, coins drop for a limited time for the player to mouse-over collect for future rewards!
Inspired by the CRPGs of the past such as Baldur's Gate and Neverwinter Nights that took the complexity of D&D character creation and condensed it down to a guided user experience, this project brought similar systems to building a Pathfinder character. The tool includes every base Pathfinder class and archetype (Fighter has over 40!) along with a working point-buy stat system and character sheet generator.
While going through my post graduate degree at George Brown College in Toronto, Ontario, I work in a simulated game dev studio creating weekly prototypes and improving approved prototypes for exhibition in major game design competitions such as LevelUp Toronto.
During my time at our student studio "Ruckus Games" I worked in both team-based and direction-based roles as well as solo development of smaller game prototypes of my own. It is here that I first started work on Rubble as the capstone 'thesis game' of my degree.
Some prototypes included:
A co-op text adventure / VR game in which two players work together with very different experiences and information available as they attempt to lead each other through a puzzle and trap-filled dungeon with hints and opportunities to betray one another for personal gain. (Note: this was created long before "We were here" and just months before "Keep talking and no one explodes")
An educational game called "How to Operant Condition your Dragon" which teaches players about the varying forms, styles, and methods of operant conditioning by putting them in control of a dragon flying into battle. The player must praise, reward, punish, and influence the dragon in varying ways to change the likelihood of certain attacks or behaviours in order to make the most effective creature. Afterwards the player is told what methods they relied on most and given a score based on battle effectiveness.
A puzzle game starring two sentient magnets which worked together to attract and repel objects in order to progress through puzzles blocking the other's path.
A multiplayer first-person-shooter / platforming game in which players were able to swap places with whoever they could hit with their translocation rifles as all players scrambled to climb a central tower.