A cluttered room filled with vintage electronics, bookshelves, cartoon posters, and assorted items on the desk and shelves.

GAME DESIGN AND DEVELOPMENT

image credit: @noirlac_tumblr

  • 'Prison Break' Quest Overview & Diagram

    This document and diagram detail a self-contained rescue quest. Brief overviews and backgrounds are given for each character, and three branching player profiles are defined - Applied, Discreet and Alternative - each charting valid approaches to completion, from direct combat to magical dialogue and unconventional ingress, all described in the quest diagram.

  • 'Lapse' Twine Rogue-Lite Game

    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.

  • 'Interpreting The Scripture' Quest Design Document

    This quest is set within ‘Fallout: Path Of Elijah’, a fictional sequel to 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.

  • 'Tanktusslers' Unity 3D Proof of Concept

    Created under Game Jam time constraints, this single-stage prototype demonstrates a fully-implemented core gameplay loop, applying C#-scripted logic to pre-existing assets. The player controls a tank, 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.

  • '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.

  • '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.