A

A

SKYE

Flight Exploration
Game Summary

An arcady flight game where you get to explore beautiful islands and complete quests for the locals.

Project Specs
Engine

UE 4.23.1

Time Frame

10 months

Team Size

15 students

REsponsibilities

Tech Design

Tech Design

I implemented tech systems for saving and loading the game, steam achievements, etc.

Game Design

Game Design

I developed and placed collectibles across the islands to encourage and challenge exploration.

P.A.I.N.T.

3rd Person Co-Op Shoter
Game Summary

A 3rd person Co-Op Shooter where you shoot and dodge to survive hordes of enemies, all while recolouring the environment in tribute to chaos and freedom.

Project Specs
Engine

UE 4.23.1

Time Frame

10 months

Team Size

27 students

Responsibilities

Research on Co-Op Behaviours

Research

I looked at many examples of pro-social behaviour and wrote a wide body of research to help us design gameplay systems.

Systems Design

Systems Design

I used my findings on cooperation to define concrete problems. Then I designed systems to solve our needs and expand our possibilities.

Implementing Gameplay

Implementing

I scripted various prototypes of combat mechanics revolving around combineable ammo effects.

AI Design

AI Design

I designed, implemented, and balanced AI behaviours in complement to the gameplay model.

A

A

C.A.R.G.O.

First Person Zero-G Platformer

C.A.R.G.O.

First Person Zero-G Platformer
game description

A 3D platfomer set in a Zero-G environment. Utilise your grappling hook and gravity orb to swing off floating cargo with speed and precision.

Project Specs

Engine

UE 4.24

Time Frame

7 Days

Team Size

4 Students

responsibilities

Core Design

Core Design

I defined the overall gameplay concept, designed and balanced the core set of mechanics.

Implementing Gameplay

Implementing

I created and tested mechanics rapidly using UE4's Blueprintig System.​

Level Design

Level Design

I designed and tuned the game's level, defined the individual geometry and then arranged it inside the base frame.

Intense Work Pace

Work Pace

The game jam challenged us to squeeze the most out of the 7 days period. We were forced to plan quickly, leaning on our experience with the relevant pipelines.

Bit-Buster

Cooperative Top-Down Shooter
Game Description

A cooperative top-down shooter powered by a custom voxel engine. Two players take control of twin warriors passing a single disk that reduces enemies and environments to rubble.

Project Specs

Engine

Custom Voxel Engine

Time Frame

4 Months

Team Size

27 students

responsibilities

Systems Design

Systems Design

I realised the fundamental gameplay systems, designing and tuning the core gameplay model.

Gameplay Lead

Gameplay Lead

I took active part in putting together the creative vision for the game and advised the team on it.

Producer

Producer

For the first 8 weeks of the project, I was in charge of Pre-Production. I guided the team, wrote the project plan, and enabled the developers to work optimally.​

Work Inside Custom Engine

Custom Engine

To realise the product, I worked in a student-made voxel engine, adapting to various tech constraints.

Bit-Buster

Cooperative Top-Down Shooter

Unreal Tournament

Multiplayer Deathmatch Community Level

Unreal Tournament

Multiplayer Deathmatch Community Level
Level Summary

Specially designed for a free-for-all deathmatch, the map aims to facilitate constant aggression, unpredictability, and improvisational tactics.

Project Specs

Engine

UT Editor

Time Frame

8 weeks

Team Size

Solo Project

highlights

Inducing Behaviour

Inducing Behaviour

I balanced and visualised the level to manipulate people into playing a certain way.

Extreme Connectivity

Connectivity

Each room is always connected to all the rooms next to it, providing opportunity for extreme pace on both the vertical and horizontal axis. ​

Polish

Polish

I analysed the available materials and applied them to the level in a way that was both appealing and supported play.

Smaller Projects

Game Jams and the like
Projects Summary

Throughout the years, I've had several opportunities to build smaller games in short time frames. This resulted in a diverse range of products that gave me the opportunity to fulfill various creative duties.

Projects Specs

Engines

UE4
Unity3d

Time Frames

2 days
2 weeks

Team Sizes

9 students
11 students

Responsibilities

Wave Balancing

Mars Escape

2 week project.
Minimalist Sci-fi Wave Shooter. I conducted history research into the psychology of the era and used it to design the concept and balance the wave system to act as an extension of the theme.
Trailer

WorldBuilding

Roadtrippy

2 week project.
Samsung VR on-rails 'shooter' where you take pics of the environment. I designed the level and shooting objectives in order to build an immersive world. I designed the art assets that would make it into the final scene.
Trailer

Blueprinting the Game

R.I.Pair

2020 Global Game Jam entry.
Multi-Character singleplayer maze traversal game. I built all the gameplay mechanics using UE4's visual scripting system, balanced the core mechanics, and implemented sound and UI.
Trailer