PROGRESS 進

PORTFOLIO

Portfolio

Welcome to my little corner of the universe where creation is possible.

GAME DESIGN

Licensed/Original Titles

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TELETUBBIES PLAY TIME - MOBILE

Maintained and created design documentation for the core game loop as well as outlining key game mechanics and interactions. Using Unity I populated scenes, positioned Teletubbies, and made sure each interaction and scene was in keeping with the Teletubbies brand. I also designed the UI/UX as well as participated in the Audio and Voice Over Design. I also utilized my Graphic Design skills to prepare marketing material, and cut the launch trailers.

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BROAD CITY HIGH SCORE - MOBILE

I was responsible for maintaining design documentation for the core game loop, outlining and wire-framing various mini-game mechanics, interactions and rules. I also designed the UI, marketing materials, and cut various promotional trailers.

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SPELLFAST - MOBILE

Contributed to and participated in the design of the overall game loop, IAP model, and balancing. I designed the UI/UX as well as created various promotional material from Graphic Design to Video Production.

♦Winner 2018 Big Indie Pitch E3♦


Work For Hire Titles

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truTV IMPRACTICAL JOKERS WHEEL OF DOOM - MOBILE

Maintained design documentation, designed mini-game mechanics, rules, and interactions. Designed UI elements, and produced Graphic Design and Video Production material.

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TERMINATOR SURVIVAL - MOBILE

Contributed and participated in the design of core game loop, card/unit design, card combat design, mission design, and UI/UX design. Created promotional video materials. I also designed and created the game’s logo.


Original / Independent Development

LEFT ALIVE (PC) - THESIS

Thinking about a thesis, as a game designer, I had only one goal. To see a project from conception to completion. So I set out to develop an experimental horror level that brought together all that I had learned from my Game Design program at The Art Institute of California–Hollywood. With the help of a few friends, I set out to design a micro horror game that played with the feeling of terror. Often times horror games force jump scares. Inspired by the the likes of P.T. and the Amnesia series, I wanted to create a level that invoked the feeling of terror and unease without the use of such jump scare tactics. I also wanted to challenge myself in puzzle design (a la Resident Evil series) and create a somewhat challenging objective to the level.

Some features that were dreamt up in this experimental level build include: Mental status ailments and rudimentary psychological impairments. As the player spends more time in the darkness, the more their mental state is affected and thus causing a adverse psychological affect on their avatar. I’ve always wondered why, in horror games, the avatar through the skills of the player could perform under such duress. Here, if you are too terrified, you will struggle even to pick up simple objects. The only way to keep sane, is to manage your resources and stay in the light. That was the ambition with this thesis level design. I hope to return to this game soon with a big team to polish it and flesh it out to its true potential.

  • Core level conceptualization, game design documentation

  • Narrative design

  • Level Design with Unity, using original and third party assets

  • Audio design

  • Event Scripting with C#

  • Voice Acting

  • Character design

  • UI design and implementation


LEVEL DESIGN

Schoolyard Heroes

As part of a Level Design test using Unreal Engine 4, I designed a Capture the Flag map for Team Fortress 2. Below you’ll find the 2D Map & Layout.

A small town school built for a small community. It’s construction was abandoned due to the outbreak. The local community have now appropriated these gated grounds as a fort or defense outpost. With construction materials populating the grounds there are various areas that were useful for retrofitting the building with fortified areas and places of cover and defense from outside attack. Walls are unfinished, tools, large cargo containers and construction vehicles litter the lot. All that remains is the finished clock tower, the main building. The gym, auditorium and cafeteria was fitted with make-shift walls and plywood at key defensive areas. The parking lot is a battleground with cover points and walls propped up on cars and watch towers. It’s the best damn playground a kid could ever wish for.

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