Completed projects that display my skillset and passion
DreamScapes (2023)
A single-boss hack'n'slash with a focus on creating tense and reaction-based moments.
Before the creation of DreamScapes, we as a team had to present 3 fleshed out concept briefs of project ideas. DreamScapes was one of them, and ended up being the chosen brief both by my teachers and the rest of my team.
We knew it was going to be a difficult task, but took the burden and delivered my proudest project to date.
My core role in the project was designing the Gameplay dynamics and the UX systems, and I ended up further developing upon my leadership skills by taking upon the role of project lead and manager.
With animation being a difficult and long task, I also ended up taking on the role of UX artist. Primarily focused on VFX, to help speed along the development speed of our project.
Made as a group project that consisted of 2 designers, 2 programmers, and 2 artists.
Itch.Io Link:
Breaking Green (2022)
A game that teaches the process of Permaculture, and how to execute it in a confined living space.
Breaking Green was created off a project brief as our major for 2022 during my studies at AIE. The goal of the brief was to teach players about the practice of permaculture in a confined environment. I took on the role of narrative designer and systems designer for the game.
The goal of the game is to pay off an increasing amount of debt everyday, while executing permaculture in an apartment. The player is guided by an NPC through this process, and learn about permaculture techniques via gameplay, and dialogue.
Made as a group project that consisted of 2 designers, 2 programmers, and 3 artists.
Itch.Io Link:
Shine n' Steel (2023)
A VR game where you play as a dwarf and clean armour pieces as fast as you can.
Shine n' Steel was created over a 4 week period. The task was to create a VR game based on a brief that was given to us. Our briefs were an armour polishing simulator, or a goat shearing simulator. Our choice was based off which brief would create a more engaging final product, and which brief would be the most engaging to develop.
We ended up landing on the armour polishing simulator, and the integrated core experience of chaotic management into the gameplay.
During the production of Shine n' Steel I got my first taste of leading in a game-dev environment, and with our limited time am proud of this project.
Made as a group project that consisted of 1 designer, 2 programmers, and 1 artist.