OR
⛛ Scroll Down ⛛
Destroy elements in the world using a minigun to gain points in this FPS Arcade-like. Occasionally get transported to a mirror world, void of all things except the Eye of Distortion. Loop between the two to get a high score before the time runs out.
Team Size: 4
My Roles:
Programmer,
Lead Game Designer,
Technical & Level Artist
Context
There Was... And There Was Not a game that was made in 48 Hours
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Core Design Philosophies
Game Design
• Fast Paced Arcade-like Gameplay •
• Satisfying Player Feedback & Progression •
• Duality Between Speed and Calm •
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Level Design
• Subconscious Route Optimization •
• Replayability Through Abundance of Environment Elements •
• Open Layout for Fluid Line of Sight Guidance •
• Landmarks for Clear Orientation •
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Inspirations
Game Design - R&C: Up Your Arsenal & Ratchet Deadlocked
Play as a robot in a post apocalyptic warehouse/museum in this First Person Narrative. Interact with the environment to gain intelligence. Find the symbols when your knowledge is sufficient, they will guide you to your future.
Team Size: 5
My Roles:
Lead Programmer,
Lead Game Designer,
Level Designer & Dresser
Context
A game about The Future involving an Intelligent Robot made in 46 Hours
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Core Design Philosophies
Game Design
• Dynamic Leveling Based Progression •
• Abundantly Detailed Interactable Elements •
• Simple Mechanics for Immersive Gameplay •
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Level Design
• Abundantly Filled Environment to Incentivize Gameplay Loop •
• Simple Layout for Fluid Exploration •
• Narrative Contrast Between Technology & Art •
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A 2D Metroidvania where the player chooses between a valiant journey through various challenging areas or an immediate fight with the tyrant dragon. Will your boldness bring you to the victorious end of the path you choose?
Team Size: 4
My Roles:
Lead Programmer,
Lead Game & Level Designer,
Level Tile Dresser
Context
Fortune Favors the Bold in a game made in 4 Weeks
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Core Design Philosophies
Game Design
• Mechanic Based Progression •
• Performance Based Ranking •
• Satisfy Completionists & Speedrunners •
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Level Design
• Themed Areas Around Player Mechanics •
• Boss Attack Tutorializaion Through Level Challenges •
• Simple Main Path, Difficult Optional Challenges •
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Inspirations
Game/Level Design - Hollow Knight, Celeste & LoZ: Tears of the Kingdom
The Technical GDD of a potential First Person exploration game based around the loop of collecting cans, cashing them in for currency and buying utility for better can collection. This document served as an exercise to improve my documentation skills and apply many key philosophies first hand.
A digital/online board game where teams of players try to capture the most territory then duke it out in strategic dice rolls. Using the benefits of Google Slides, it is playable online & uses Typing as it's core mechanic.
Context
A Multiplayer Boardgame made exclusively using a Digital Medium
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Core Design Philosophies
Game Design
• Utilize the Real Time Capabilities of Google Slides •
• Fast Paced Typing Gameplay ➟ Turn Based Strategic Combat •
• Resource Based Decision Making •
• Clear & Unobtrusive Layout & Guidance •
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