Fight your way through a procedurally generated dungeon – gaining weapons and godly abilities along the way. See how far the mountain’s caverns stretch with the ultimate goal of becoming a demigod in this third-person, rogue-like, dungeon crawler game with a middle-eastern aesthetic and an obsession with the blood of gods.
Haem was the brainchild of my designer colleague Ethan Porter and I, which we brought to life together with our valued team of artists and programmers.
Prior to production, we not only conceptualised the gameplay, mood, and narrative, we also designed and programmed a sophisticated 3D off-grid level generation system with expandability and modularity in mind. We began by meticulously documenting the design goals, systems, tasks, and assets we needed to make our idea a reality.
During production, I took a leadership role as project manager and was responsible for UI design, gameplay design, and refining the features of the level generation system as well as developing supplementary systems for it.
In addition, I was able to quickly develop new skills to fill gaps in the team's skillset such as sound design and creating particle effects to convey information and emotion to the player.
Use your grapple hook to drift around corners in the city streets. Build speed, collect all the orbs, avoid crashing, and finish levels as fast as possible.
During my work experience with Mini Mammoth Games, I was teamed with programmer Felix Lambert-Wilson to design and prototype a series of concepts for hypercasual mobile games. We had just six days to develop and publish City Drifter – during which time I was responsible for the concept, gameplay design, UI design, and level design.
Sling the slime through tough levels bouncing off wall and avoiding obstacles. Collect all the hexes and beat levels in the fewest slings possible!
During my work experience with Mini Mammoth Games, I was teamed with programmer Felix Lambert-Wilson to design and prototype a series of concepts for hypercasual mobile games. We had just six days to develop and publish Slime Sling – during which time I was responsible for the concept, gameplay design, UI design, level design, and the prototype character controller.
Grim is an atmospheric, post-apocalyptic, medieval, survival game. Discover equipment in the desolate village. Collect or craft arrows. Hunt for food to avoid starving. Keep warm to stay alive. Avoid predators if you value your life.
As a solo student project, I was responsible for the design, art and programming. I challenged myself to make several systems including an inventory and modular clothing system which featured combinations and layers of apparel and armour.
A mobile puzzle game where you use brain and brawn. Smash into objects to solve puzzles and to cause devastating destruction!
I undertook this solo personal project with the intention of enhancing my mobile game development skills. My goal was to create a fun and satisfying player experience.
Enter Volter's Forge; the largest weapon manufacturer in Keilgric. Talk with the locals, unravel the secrets of the town's leader and her attempted assassination, and make your mark on the world.
This was an exercise in narrative design for a medieval RPG that takes place in a 'homebrew setting' incorporating extensive character development, world-building, branching dialogue, and quests. My roles included writer, narrative designer, level designer, and environmental artist.
Explore eerie catacombs, keep your lantern lit, and evade that which lurks in the dark in this medieval horror game.
For this solo project, nailing the mood of the game was a priority. Consequently, I aimed for high quality lighting, post-processing, level art, and level design. In addition, I programmed a monster AI which assisted in creating an air of horror.