Raccoon Ruckus is the latest project being created by Zeta Games. This game aims to be a fun, multiplayer party experience, working together to clean up a supermarket before opening time!
Steambots was a project originally developed for a game jam. After the initial release, we received positive feedback and decided to take the project further, beginning work on steambots to create a full release version. On this project, I work as the Designer for the game, helping to build levels, create designs and concepts, and deliver the vision.
This project was created as a side project of the Zeta Games, where I had worked as a Designer for the project, helping to test, optimise, set up devices, set dressing, level creation and helping to generate the concept from start to finish.
This Experience was created to help justify the conclusion made from my dissertation within my final year. The game/ experience is supposed to focus on the use of liminal spaces within video games and how they can be effectively applied to create more immersive experiences for players.
This game was made with a fantastic team of individuals from my first year at the University of Portsmouth, where my role was as the Lead Designer. A few of my tasks for this project were things such as designing the story and levels you play during the game, as well as sounds and music. A lot of passion went into this project, and overall, we were all very happy with the outcome.
I worked on the design of the 48-hour game jam project, Clucking Drunk, alongside a capable group of talented people. We decided to create a game about a farmer who resembles an egg and has had a little too much to drink, wanting to retrieve his chicks and take them back to their pen. I served as the lead designer for this game and contributed to the 3D model creation.
I worked on the design of the 48-hour game jam project, Clucking Drunk, alongside a capable group of talented people. We decided to create a game about a farmer who resembles an egg and has had a little too much to drink, wanting to retrieve his chicks and take them back to their pen. I served as the lead designer for this game and contributed to the 3D model creation.
This project was the creation of an orrey system in order to demonstrate my coding capabilities as well as to test my knowledge and abilties. For this project, I had to create every system from scratch, including a TRS matrix and the use of quaternions for rotation.
Lands Beyond is a prototype I had to create for my Second year of university, where I would have to demonstrate a range of coding techniques within a game. For this project, I created numerous animals that react in different ways to the player when they approach them. This project required me to research polymorphism and inheritance fundamentals to allow entities to share traits.
This project was created within a small time frame, and all the components came together surprisingly well, considering it was one of my first times working as a lead designer within a team. From style to sounds, I was able to participate in numerous aspects of this game, helping to learn valuable skills that I could apply in the future.
I was given the assignment to create something that would demand a sophisticated use of computer code while I was in college. I chose to approach this challenge by creating a video game that would be 3D and infinitely random, very similar to more well-known games like Minecraft and Castle Miner Z, due to having a strong passion for games like these. This project allowed me to explore procedural generation, infinite generation, entity spawning, and creating object pools for spawning trees and rocks across the landscape.
The Test Arena was another prototype project; however, for this project, the focus was on my design decisions. For the project, I set out to create a puzzle-like game filled with mystery where the main protagonist works for a company with a secret weapons program, where it's the player's job to test these newly created weapons, however, the player isn't sure where they are, or why they are doing this in the first place.
Eternal Night was also another Game Jam project I had worked on within a team, although we didn't manage to finish the game by the end of the Jam, we still put a lot of time and effort into what we could complete within the time and it is still a game we had a lot of fun creating.
Shadow Jump was the first game I had worked on during my time at the University. I was challenged with the task of creating a hyper-casual game within a short time frame.
This project was developed within my First year of University, where I was asked to work in a small team to develop a gameplay experience within a short deadline.