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> Gameplay Design
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> Progression Systems
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> Design Documentation
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> Core Gameplay Loops
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> UI/UX Design
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> Level Design
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> Combat Design
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> Encounter Design
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> NPC/Enemy Design
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> Gameplay Systems
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> Procedural Content Generation
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> Prototyping
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> Risk Management
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> Time Management
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> Task Tracking
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> Productivity Tools
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> Communication and Networking
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> Reporting and Presenting
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'Tanktusslers' Unity 3D Proof of Concept
Created under the time constraints of a Game Jam, this single-stage tank brawler features a fully-implemented core gameplay loop, applying original C#-scripted logic to pre-existing assets. The player controls a tank complete with rotating turret and projectile weapon against an AI enemy, as both compete to either hold a king-of-the-hill objective long enough to win the round, or to eliminate the other before they can do so first.
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'Lapse' Narrative Game (Twine Playable Ver.)
Available on itch.io, 'Lapse' is a rogue lite text-based visual novel, striving to encapsulate the creativity and ethos of seminal countercultural auteur indie titles. As outlined in the proofing document, a single run will have the player traverse several modular 'days', their micro decisions over the course of each one affecting their branching macro progression and their achieved ending.
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'Fallout: Path of Elijah' Quest Design Document
The quest 'Interpreting the Scripture' is set during a fictional sequel to 'Fallout: New Vegas', incorporating lore from Interplay's cancelled 'Van Buren' title. The player must decipher a nuclear silo's schematics and navigate the implications thereof. Modular quest objectives are denoted alongside player-character journal entries following an overview of the concept, key locations and quest items.
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'Borealis' Prestige Tour Concept
Taking the concept to the Nth degree, this prestige tour attempts a theoretical culmination of both the 'Portal' and 'Half-Life' games. Taking advantage of their shared universe, events unfold aboard the Borealis ice breaker, an ominous fixture of both series. The player traverses a maze of malfunctioning portal equipment, feverishly aware of its overstated inhabitation by the enigmatic Ratman himself.
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'Transistor' MDA Framework Analysis
Through utilisation of the Mechanic-Dynamic-Aesthetic analytical framework, this document provides a comprehensive design deconstruction of Supergiant's "Transistor". Following a playthrough window, I delegated topics to each group member on which to contribute material. I then edited, formatted and sourced visuals for the body of content, refining it into the given deliverable.
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'Portal' Gameplay Design Analysis
A brief analysis of Valve's iconic puzzle platformer, key aspects of the game's fundamental composition are detailed from an abstract ludological perspective. After a synopsis, the core gameplay loop is identified, leading into exploration of the offered gameplay challenges and puzzle design focus placed on the streamlined macro elements employed to induce a flow state in the player.
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'Gulag' Game Pitch Package
This package includes both the pitch and preliminary design document for a proposed first-person stealth action game set in a Soviet gulag during an alternate timeline Cold War. Acting as lead, I organised an ideation meeting, sectioned off and delegated work and compiled and formatted the returned material, appropriately navigating contextual constraints and problematic teammates.
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'Alien: Isolation' AI Analysis
Taking 'Alien: Isolation' as an example of video game artificial intelligence being as refined as it is central, this presentation pulls back the curtain on the systems backing the eponymous xenomorph. After facilitating meetings to nail down an outline, I parceled out content responsibilities, before producing the final slides to be used and organizing and annotating the talking points deliverable.
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AAA Game Production Experience
Primarily demonstrated by my peer-lauded performance as Associate Game Producer at Black Shamrock, though stemming from leadership abilities developed during my time in university, I have a record of effectiveness in the management of AAA development projects. this would include internal projects, R&D and otherwise, as well as overseeing full-scale co-development work on titles such as PGA 2K23