DEMOS
Demos and prototypes including video demonstrations and executables
Documents
Design related documentation such as concept docs, pitches, story bibles and game design documents.
Other
Other work including fiction writing.
Demos and prototypes including video demonstrations and executables
Design related documentation such as concept docs, pitches, story bibles and game design documents.
Other work including fiction writing.
Animal Taxi is a game prototype I made for Unity’s create with code spring 2021 course. In it you ferry animals to and from places throughout town in a rather unwieldy van. After the course I went back and improved it fixing a broken feature and adding in a few I hadn’t had time for during the course.
Puffed Up is a small arcade style game I built as a quiuck break from other projects. It is a game about a not remotely realistic puffer fish collecting bubbles to get big while trying to avoid bumping into their friends. It has a single game mode and a local high scores table.
You can download it here and try it for yourself.
One shot is my current project a turn based roleplaying game based around short form content as opposed to epic sagas, all art and assets are created by me. I am building the game using game maker studio 2 because of its inherent affinity to pixel art and use of pixels as the standard measurement distance.
Provided below is a demo of the game's character creator showing the basic functionality of the GUI. At time of writing only two classes and two ancestry paths are provided but I will be updating this as gameplay develops.
Update: Inventory system is now in place. I created a quick video to demo it.
This is a short dungeon for Skyrim Special Edition I produced recently to practice my level design skills. While I’m fairly happy with the dungeons overall design, I feel the need to improve my lighting pass as I focused too much on realistic placement of light sources rather than creating an atmosphere and guiding the player with light.
I will be continuing to update this and add more dungeons with a view to releasing the end result on nexusmods.com and bethesda.net.
To add the mod to skyrim special edition just place the plugin file into the data folder of skyrim special edition usually “Program Files/Steam/SteamApps/Common/Skyrim Special Edition” and activate the plugin using the games launcher or one of the many mod managers that exist for the game.
So I felt the desire to write a bit more recently. I usually prefer short fiction but frankly I’m not sure what to call this, edited stream of consciousness I guess.
UPDATE: In the same vein I started learning twine so I have added a short twine game I built to learn the system, it’s themes are pretty similar so I’m including it here. This one is about motivation.
Dungeon Run - Prototype
A runner/dungeon crawler
This is a basic prototype for an endless runner style game. This early prototype has most of the basic runner mechanics implemented including some power-ups, hazards ect. but does not yet have enemies or a loot system implemented and has no way the equip things like armour and weapons.
The prototype was created in UE4 and uses starter pack assets. The basic mechanics are based on an endless runner tutorial from unreal however the health system and pick-ups along with most interface elements and many other changes are my own.
In Bloom
A fast paced puzzle game for mobile
In bloom is a project originally produced as coursework however I enjoyed the concept enough to build a simple proof of concept in Game Maker 1.4. The concept is simple tapping (or in the concept, clicking) white petals will turn them yellow, dragging across a number of petals in one go raises your combo, scoring you more points but beware the red petal because touching it will break your combo and lose you score. The red petal swaps places with white petals in a pattern so be careful to avoid when it moves.
This proof of concept is accompanied by a full GDD and a pitch document and pitch presentation. The proof of concept contains 3 levels loosely based on designs in the GDD. All art in the game is placeholder entirely produced by me in paint.net.
Project Ice Gun
(Working Title)
A freezing puzzle platformer
Project Ice Gun is a puzzle platformer focused on a freeze gun and its four fire modes. A games design document is available alongside a rough demo based on the game's first level. All art is placeholder using UE4 starter content.
Classic Style RPG
Melding old systems with new
This project began as just me running through a tutorial on inventory systems but has progressed into something more. I wanted to see if I could build an infinity engine style of rpg system but with more modern sensibilities such as full 3D.
This project is still very much WIP but I have a basic inventory, skills and a character stats display. The action bar works, identifies what has been equipped and uses items and skills differently, consuming items but not skills. all menus can be moved to any position on the screen and all of them excluding the action bar can be toggled on and off with key presses.
I take no credit for the movement system which is a UE4 template but I have utilized components of it to target skills. The currently implemented skills are just demonstrations, one is a teleport, one is a heal, one is a targeted attack and one is area of effect. This last skill has a cool down but this is not yet visually represented.
Early Work
Things created during my games design education
This is a collection of early work produced while I was still in the process of learning games design. It should be noted that some documents particularly the pitches refer to fictional games, developers and studios imagined for the purpose of creating the work, these are not actual companies I've worked for and if any share their names with real studios then this is accidental.
Short Fiction
A sample of fiction works I've created
A small collection of the short stories I've written demonstrating my writing ability.