Games Design

Below I proudly showcase a curated selection of my professional and personal game development endeavors. Within these chapters, you will find a detailed exploration of the various projects I have undertaken, along with insights into the design tools and methodologies employed to bring each of these creations to life.

Role: Content Developer & Community Manager

Overview: 

At Unit 2 Games I worked on Crayta prior to the 2023 shutdown. We had a small team that developed showcases and example projects for the community; my role was both on the side of creating game mechanics using the API and level design. Some highlights include creating a team deathmatch level which improved some of the base mechanics for the health system and creating a mission system that included NPC dialogue based on the objective states.

Tools: Crayta, LUA, Perforce.

Role: Tech Designer

Overview: Working with a non-profit team to develop a remake of the TimeSplitters franchise in the UE4 engine. The team is world-wide and communicates via Discord. I am mostly focused on the development of some of the challenge modes, using blueprints to implement them. We are using SVN to share and commit our work.

Tools: UE4, Trello, Blender and SVN.

 

 

Role: Level Designer/Scripter

Overview: I have done multiple Blocktober challenges over the past 5 years, and have pulled some samples from two of the ones I enjoyed to work on the most.

In the first example I was trying to capture a feel of Okami created by Clover studios you can download Luna from itch.io and check it out as a small ‘vertical slice’ of gameplay.

The second example was inspired by Destiny and is a small first-person combat environment, this can also be downloaded from itch.io.

Tools: UE4.

Role: Content Programmer

Overview: 

While working for Virtual Arts I helped develop Lightstream Racer which appeared on iOS and is an AR racing game. When I joined the team after the initial release of the game, I helped implement features including a photo-shoot mode that was dubbed the garage mode.

Tools: Unity, Perforce, Git.

 

Role: Writer/Developer

Overview: Created various Toolbox tutorials for Unity 3d and C# for Wireframe Magazine. Was the principal writer for a Bookazine that was released separately.

Tools: Unity 3d.

 

 

 

 

Role: Designer

Overview: During the initial release of the PlayStation Vita, I worked for Four Door Lemon on Table Football that was part of the initial starter pack and used the PlayStation AR suite.

Tools: Word, Powerpoint, Lemon Tech Engine.

 

 

 

 

 

Role: Designer

Overview: While I was at Frontier, I worked on The Outsider which was an unreleased open-world game with a development time of 5 years. I was responsible for giving user experience feedback to help improve the level editor and taking the real-world location of Washington DC to build the exterior environment and interior levels.

Tools: Wiki Software, Lua, Cobra Engine, SVN.

 

Role: Graduate Designer

Overview: My first industry role was working on the  Rollercoaster Tycoon series and initially focused on the two expansions for Rollercoaster Tycoon 2 and later I worked on Rollercoaster Tycoon 3. I mostly focused on the game balancing and setting up the various rides, stalls and other elements the player could place in their park.

Tools: Wiki Software, Cobra Engine.

 

Role: Designer

Overview: I worked on Thrillville and Thrillville: Off the Rails that we released multi-platform on consoles such as the PS2/Xbox 360 and Wii. I worked as a game designer generalist and worked on the design documents, implementation and setup of much of the designed content.

Tools: Wiki Software, Cobra Engine, Lua, SVN.

 

I’m On
LinkedIn
Contributor/Writer
(Wireframe Magazine)