Project Manager & Concept
Level & Puzzle Design
Composition & Sound Design
Project Summary:
Curtainfall requires players to navigate combat and puzzle solving as they direct the actor Qutinus to the end of his play. While Quintus’s mask is on, he can perform combat, striking down his fellow actors as Pantalone - inspired by Italian Commedia’Dell Arte. However, when he takes his mask off and goes backstage, he can manipulate stage elements to reach previously impossible places on stage.
Project Lead Concept
Level Design, Combat Design
Lead for Quality Assurance and Testing
Project Summary:
Created initally as a paper prototype, Dice Knights is a turn-based tactics game, where each round is left up to the roll of a dice.
Players must use what they have rolled to outwit enemies, collecting resources to upgrade and customise their weapons and movement.
This project is currently in development as a full-release game. A digital proof of concept of the paper prototype was created in Unity.
Level Design
Puzzle Design
Lead for Quality Assurance and Testing
Project Summary:
Great Space Escape involves players attempting to escape a failing spaceship through solving puzzles to repair a shuttle. With a limited supply of oxygen left until your tank drains, you must rush through the spaceship in time encountering different puzzles. Under time pressure with randomly generated solutions on each playthrough, Great Space Escape is a fast-paced replayable experience, built in Unity.
Project Manager & Concept
Level Design
Puzzle Design
Project Summary:
Using the theme of the game jam ‘Lights’, in Krøyer, the player controls a deep sea anglerfish who uses his light to attract other fish that can be spat out as projectiles. The variety of fish that can be attracted by the Krøyer allows the player to break or move otherwise impossible objects and to light up the ocean.
Itch page for Krøyer: https://blahblah733.itch.io/kroyer
Programming - c#
Level Design
Level Design Documentation
Project Summary:
Made for the final submission assessment of Level Design Theory at AIE, I greyboxed a level design in Unity called 'Second Eruption' for an FPS game - 'Ancient Assassin'. The level design is inspired by the real-life diagrams of the Pompeiian forum. In this game, the player is tasked to plant charges at 2 bomb sites with connecting entrances, then defend the sites with incoming hordes of enemies.
Programming - Unity Visual Scripting
Level Design
Project Summary:
Made for the final submission assessment of Introduction to Programming, I created a level design using Terrain tools in Unity. Additionally, I programmed a third person FPS shooter character, and utilised third party art assets gathered from the Unity Asset Store to populate the enviroment.