Prototype and complete original games for multiple platforms, including complete documentation, prototypes using the full game production pipeline.
Incorruptible and Muddle the Mixtures represent two prototype stage projects on which I was the lead designer and, other than prototype testers and art designers, the only member of the design process. I am very proud of these projects, as I feel they accurately depict what I can do as a designer within tight time constraints and budgets to deliver a polished demo build of a project. Prototype builds for both of these projects are available for download for Tabletop Simulator via the Steam Workshop.
Create and implement game elements, systems and play mechanics using industry-standard tools, techniques and production methods, including both art and scripting/programming applications.
My Unreal projects, as the name may suggest, were created in Unreal 4, and show a clear understanding of editor use, Blueprint visual scripting knowledge, and design theory when creating my levels. Oddity was developed in Unity alongside my Unity projects, and while most of the work I did on the former project was editing in Microsoft Excel, I still gained an understanding of how Unity works and the intricacies of this tool. I have also produced black-and-white concept art for Feast, a game design document I have written.
Demonstrate best practices of effective game design.
Muddle the Mixtures was taken from a very early prototype stage to a full, working physical prototype inside of just a few weeks. Similarly, the projects created in Unreal 4 had very strict time constraints in order to simulate a typical game industry environment. The design process laid out on the project pages and videos gives detail into the theory of the design, and the reasoning behind choices made.
Demonstrate the ability to evaluate game designs for a variety of game play mechanics, game applications and game genres.
As my Student Innovation Project, Muddle the Mixtures features a strong claim to innovation that separates it from other tabletop games in a similar genre or visual style, and compares its design philosophy to those titles accordingly. The write-ups found on the Design Evaluations page seek to show an understanding of both level design and mechanical game design.
Demonstrate the creation of game design documentation that clearly communicates game design elements and mechanics to both programming and art team members.
Feast is a platformer concept that has gone through radical changes, but its 6 page game design document has been the backbone of any and all creative processes performed upon it. Fixers has a full 30 page rulebook, in which the game's backstory and world are drawn out, character races are given deep history, and rules are fully explained to avoid player confusion. Both of these documents are available for download and can be found on their corresponding project page.
Establish collaboration, mentorship and professional skills by leading team projects, coaching junior team members, and working with other disciplines to deliver highly polished and completed projects.
Oddity is the first title on which I was a member of a team, and not the sole designer/creator - I served as a designer, and also performed the roles of dialogue writer and editor on the project. Muddle the Mixtures, my Student Innovation Project, is a solo endeavor, but I have led testers through multiple phases of prototype testing, and consider them team members through and through. Both of these projects have been a dream to work on, and have given me a lot of lessons in teamwork in the game industry.