
- UAT Boards -
Game Design
Objective 1
Prototype and complete original games for multiple platforms following the full game production pipeline.​
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Koipond's Finest and You is a fully developed visual novel created in the Ren'Py Engine. It was meticulously prototyped, had multiple assets created for it, and was extensively playtested throughout each part of its development cycle.
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The Outlast Trials - The Board Game is a fully developed board game with functional enemy AI and multiple mechanics that players must manage. It was playtested during live group sessions, and feedback was incorporated into future development
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Gacha Goobers was developed during a Game Jam. It was rapidly developed, although it closely followed standard game development practices, including the creation of design documentation and a Trello page to perform Scrum practices.
Objective 3
Demonstrate effective game design practices and techniques within the project scope and context, such as genre, style, platform, and audience.
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Grandpa Comes to Visit was a simple Game Jam game. It was limited due to the team having a larger number of artists and everyone having minimal experience developing games. We used this limitation to our advantage, developing a story-focused walking simulator in Construct, and worked tirelessly to make sure all created artwork maintained a consistent style, and created a Trello to maintain workflow.
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Crescent Beast's Balancing Act was a Game Jam Game. The team was multimedia, with every developer specializing in a different sector of game development. We created a Trello to maintain Scrum, created design documentation and mock-ups of gameplay, and created a GitHub for our programmers.
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Koipond's Finest - Interrogation was a Visual Novel developed for Game-A-Week. It was solo-developed. I created Game Design documentation, as well as a Twine mockup of the game's story and dialogue. Multiple art assets were developed for the game, following a checklist of required expressions and a placeholder gradient background.
Objective 5
Effectively articulate game design elements and mechanics across disciplines, utilizing written and verbal communication skills.
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Heist Mania, Cats in the Corner, Game Jam!, Ikiryo, and Hide and Seek Infection Tag - The Miniatures Game are game design documents.
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Heist Mania is a Race-to-the-End style board game, featuring an AI mechanic that can cause all players to lose.
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Cats in the Corner is a two-player 3D fighting game, centered around launching the opponent into the corner of the map.
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Game Jam! is a multiplayer deckbuilder that utilizes a standard deck of cards, recontextualizing the suits as different kinds of Game Developers of varying levels of skill.
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Ikiryo is an asymmetrical game played physically, where one player assumes the role of a blind ghost, and the other players assume the role of humans, and work to banish the ghost before they are all caught.
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Hide and Seek Infection Tag - The Minatures Game is a conversion of the playground game into a miniature format, with rules for up to twenty players at once.
Objective 2
Create and implement game elements, systems, and play mechanics using industry-standard tools, techniques, and production methods, including art or scripting/programming applications.​
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Pit Captain was a Game Jam Game. It was developed following standard Game Design practices, including the development of a GDD and Artstyle Bible. It was developed in Unity, utilized C++ as its primary programming language, and all art assets for it were created in Adobe Photoshop.
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Gacha Goobers was a Game Jam Game. It was designed following standard development procedure, including the creation of a GDD, and the utilization of GitHub shared between the programming team. It was developed in the Unreal Game Engine, utilized Blueprint Scripting, and utilized Adobe Illustrator and Photoshop for the creation of its art assets.
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Crescent Beast's Balancing Act was a Game Jam Game. It was developed in Unreal Engine, utilized Blueprint Scripting, and utilized Adobe Illustrator for its 2D Art Assets, and Autodesk Maya for its 3D Assets.
Objective 4
Demonstrate the ability to evaluate game designs for a variety of gameplay mechanics, game applications, and game genres.
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While in both Level Design and Advanced Level Design, I worked across multiple game engines and editors.
This includes the Zombie Night Terror Level Editor, the Hotline Miami 2 Level Editor, and the Portal 2 Level Editor.
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For each Level Editor, I underwent extensive research on each of the games and their level editors. This includes playing each game in its entirety, watching multiple tutorials on the level editors, and watching multiple breakdowns and interviews of developers on their thought processes and design procedures. These documents can be found in the Design Document Tab.
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After completion of the levels in each of these editors, I recorded tutorials that covered the basics of each of the Engines, which are now available as part of the class's curriculum.
Objective 6
Establish collaboration, mentorship, and professional leadership skills by working with other disciplines to deliver highly polished and completed projects.
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Tumblyroos, Project Katalyst, and The Cursed Men were each opportunities to work alongside programmers, artists, marketing teams, and designers of different disciplines.
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While working on Project Katalyst, I assumed the role of the lead narrative designer and was responsible for pacing the game out and contextualizing the various, at the time, contextually divorced levels, with each other. I worked closely with the various project leads to figure out the game's pacing and progression without uprooting many of the already established systems.
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While working on Tumblyroos, I assumed the role of a general Game Designer. I worked on Narrative documentation, Level Design documentation, and level maps.
I worked closely with other designers and worked alongside the project leads to develop the levels and work on narrative documentation.
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While working on The Cursed Men, I assumed the role of Lead Narrative Designer and Level Designer for the game's demo. I created character documentation, level maps of the interiors of houses, a Twine pacing chart for the Demo, and pixel art during the final stretch of development. I worked closely with programmers from the previous Production Studios group, as I helped translate the old systems over to the new development team, and worked closely with artists while doing character design.





