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2019 GAME PROJECTS

A collection of projects created collaboratively and individually throughout 2019.

Games: Headliner

SHIMMER

Fall 2018 - Spring 2019

Shimmer is a 3D Platformer that is designed to make the player feel and experience different emotions through light, sound and color. Each of the three levels is representative of a different emotion - loneliness, fear and happiness. There is a very dream-like flow to the game, with the player, level select points, and checkpoints all being the same glowing balls of light. This was done intentionally as we wanted the game to have a sort of consistency to it that would drive the player forward throughout each level. By introducing this idea of reaching the light early on within the selection of a level it will instinctively make the player want to travel towards the light (or checkpoints) as they go through the different levels.  It is also designed this way as we wanted to create a character that anyone could relate to and was something that did not interfere with the portrayal of an emotion.

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Roles: Game Designer, Producer

  • Lead a team of six to create a 3D platformer using Unity that conveys emotion through sound, light and color. Ran weekly team meetings to identify problems, make decisions and ensure proper scoping.

  • Wrote and maintained a design document which covered core mechanics, level design, game design, level flow, art and music design, and psychology research for each emotion implemented.

  • Completed research on the psychology and social representations of loneliness, fear and happiness to correctly convey each emotion and make important design choices.

  • Used grey boxing techniques to map out each level to provide a blueprint for the artist to start modeling, test new mechanics and ensure the platforming elements did not take away from the emotion of that level.

  • Assisted in modeling using Maya to create platforming elements for various levels.

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Games: Projects

TOYFRONT

Global Game Jam 2019

Toyfont is a Low-Poly First-Person Shooter which explores the themes of childhood and growing up. With this year's theme in mind, what home means to you, our game is designed to show that home is a place where you never have to grow up. While the weapons, enemies, and house mature with the player as they grow up or progress throughout the game, the gameplay remains the same. Starting with using a finger gun to shoot clay blob monsters as a toddler to using a paintball gun to shoot zombies as a teen, players’ progress through multiple levels, defeating waves of enemies in each themed around their age or current progress in the game.

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Roles: Game Design, Level Design, Producer

  • Worked with a group of six to create a First-Person Shooter using Unity at the 2019 Global Game Jam. Using this year's theme of what home means to you, the game was designed to explore the themes of childhood and growing up.

  • Acted as Lead Designer on the project. Developed the concept, enemies, guns, core mechanics and game play flow for the game.

  • Modeled four levels for the game using Probuilder and assisted in modeling additional assets for the levels using Maya.

  • Textured and placed all assets within the levels including furnishing, enemies, guns and lights. Iteratively designed the main bedroom to match the age of the player as the levels progress.

  • Designed and implemented the levels' UI including the game controllers and pause game options menu.

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Games: Projects

2018 GAME PROJECTS

A collection of projects created collaboratively and individually throughout 2018.

Games: Headliner

SCRAP TO SCRAP

Spring 2018

In a dystopian future that bans professional robot fighting comes a new game where players rummage through scrap yards to uncover robots of the past. In our game, players team up and battle with robots, each boasting different skills and abilities to combat others. Simple to learn and easy to play, Scrap to Scrap brings in new players from young to old. Searching for robots transforms players into excavators digging up lost treasures. The surprise with each encounter keeps the player engaged, forcing them to make decisions on keeping their loot or leaving it behind, risking valuable resources that may fall into enemy hands.  After finding their robots, players have to fight it out until only one team of bots stand on top as the winners. Each play through is a new experience as players learn new ways to counter others and avoid being destroyed.

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Roles: Game Designer, Character Designer, Producer

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  • Lead a team of six to create a competitive team card game for players of all ages. In our game players team up and battle with robots, each boasting different skills and abilities to combat others until one team stands on top.

  • Designed each bot to represent a technology of the past in order to portray the game as being set in a Dystopian Future.

  • Designed game play mechanics such that it was simple enough for children to understand yet still being enjoyable and challenging for all audiences.

  • Used excel to help balance and keep track of statistics and skills of each robot.

  • Created a one page rule sheet detailing the main mechanics and the core game play loop of the two distinct phases of the game.

Games: Projects

BLIND CHESS

Spring 2018

A new take on an original classic, Blind Chess adds an interesting twist by limiting what pieces players can and cannot see on the chess board. By limiting the view we create a much more challenging and interesting game between players and introduces a new element into their strategic game. The way we chose to limit the view to players is by only allowing them to see enemy pieces that would impede their movement or that are a direct threat to their pieces. To account for this additional challenge we also decided to make the board a smaller size, four-by-six, which limits the amount of pieces to keep track of. This now meant that not all the pieces of the original chess game could be included on the new board. We decided that we would give each player four Pawns, one King, one Queen and allow the other two pieces to be chosen at the start of the game by the player. This added yet another layer of strategy to the game as they do not know what the other has chosen to start with. 

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Roles: Game Designer, Developer

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  • Worked with a group of 3 others to create a multiplayer strategy game.

  • Designed a new version of Chess using the original rules but limiting the player's view distance to challenge the player and add additional elements of strategy to the game. We also chose to create a smaller board and give agency to the player through the selection of pieces at the start.

  • Programmed and Designed all User Interface elements within the game.

  • Assisted with modeling of pieces using Maya 2016.

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Games: Projects

2017 GAME PROJECTS

A collection of projects created collaboratively and individually throughout 2017.

Games: Headliner

ZIMBLES

December 2017

Zimbles is a single player turn-based tactical role-playing game in which players collect unique monsters, form teams consisting of their favorite creatures and battle against enemy teams. While our game features many of the same aspects of traditional tactical role-playing games like Pokemon and Fire Emblem: Heroes, ours differs through its uniqueness of map functionality and each Zimble’s special and leader abilities. What sets our game apart is shifting the dynamics of the play field with its incorporation of a hex-grid play field instead of the classic square grid seen in most games of the genre. This opens up many new possible interactions with the play field as well as introduce a significant change in strategic positioning for player units.

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Roles: Game Designer, Character Designer, Map Designer.​

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  • Worked with a group of three others to create a mobile single player turn based tactical role-playing game. 

  • Designed each monster to represent one of four main elemental types - Fire, Water, Earth and Air.

  • Voiced several of the monster's attack sounds for the game.

  • Designed a map that allowed for strategic movement when attacking and defending against enemies and also ensuring that the map was a proper size for the amount of Zimbles in play.

  • Created a collection and battle system for the Zimbles. 

  • Worked with the artist to ensure each Zimble and their attack animation was correctly portrayed for the skills they had.

  • Used excel to help balance and keep track of statistics and skills of each robot.

Games: Projects
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