This section is made to display my achievements of meeting the requirements of my school objectives.
Game Design Objectives
1. Prototype and complete original games for multiple platforms following the full game production pipeline.
Dogs :)... Yet is a card game that functions both as paper and as a game on Tabletop Simulator on Steam. I have also worked on: Pew, a tank rogue lite made in Construct. Various other levels in different game engines. The Daring Escape Document can be found here |
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2. Create and implement game elements, systems, and play mechanics using industry-standard tools, techniques, and production methods, including art or scripting/programming applications.
I spent 7 weeks trying to recreate a game to make a level for it. That game was Deathgarden. Because I was making this from scratch I had to practice implementing art assets and work with blueprints for some basic functionality. This was done in Unreal 5, the original game was made in Unreal 4. I worked in Construct 3 to create a simple platforming level upon which I had to use its visual scripting to add in the ability to acquire tokens the character would pick up to progress, along with moving around and much more. |
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3. Demonstrate effective game design practices and techniques within the project scope and context such as genre, style, platform, and audience.
Worked on a level for a dungeon crawler map in Minecraft. During this I demonstrate various level design techniques for guiding the player. As well as balancing for the targeted audience for this level and balancing the level to where it would be compared to the entire game. The pre-production for that can be found here. Dogs... Yet :) is a card game upon which required a lot of number balancing and planning. This project taught me about proper balancing techniques and judgement of scope. Card games can grow to be fairly large, we had a time limit to complete this game. We were able to include enough cards to keep the game interesting while not over scoping it. |
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4. Demonstrate the ability to evaluate game designs for a variety of game play mechanics, game applications, and game genres.
Taking time to analyze games down to specific mechanics, topics, and various other ideas in the game industry. These are written then talked about on a podcast I do once a month discussing my research. |
5. Effectively articulate game design elements and mechanics across disciplines utilizing written and verbal communication skills.
Created images and notes to advise how assets should be implemented into a minigame. This can also tie into the podcast as that demonstrates the ability to provide verbal communication about design elements Created legible game documents that are well organized and easy for others to read. An example of this is a project I worked on documenting called Specimen Breakout which can be found here. |
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6. Establish collaboration, mentorship, and professional leadership skills by working with other disciplines to deliver highly polished and completed projects
I assisted a new designer during a game jam working on Monster Brewery, advising them what next to work on and brainstorming ideas with them. I was an artist for this game jam however I assisted a designer. I created a tutorial to demonstrate how to use the Hammer engine for Portal 2 along with providing tips on how to avoid certain things. |
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