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CURRENT PROJECTS

UNTITLED PROJECT

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this is my latest project, currently untitled. it's been in development since late last year and will be released commercially .. when it's good and ready.

 

i don't want to release too much information about it at this time - however i have been showing some of the stuff i've been working on for the project in vids on my twitter, where i'll talk about it more. stay tuned!!

a small note

i'm also working on some other projects and collaborations but these are likely to be smaller scale. i also don't work on these projects full time as i currently do for untitled project.

OTHER PROJECTS

AFROMEDA is a top-down space shooter i developed for the game jam IGMC in the summer of 2015. the theme was growth. get the game on itch!!

 

my idea was having the funk taken away by the boss in the first level, then earning it back by completing levels (the music got funkier as you progressed, interludes told a story) and defeating bosses. music made by scythuz!

another small note

over the years i've also worked on several prototypes and other projects, either developed on my own or with others.. they might see the light of day at some point, or maybe not!

PAST WORK

THIRD YEAR UNIVERSITY

ADVANCED GAMES DEVELOPMENT: PROJECT CYBERPUNK

final group project in university - we were a development team of about 8 people and i was the lead designer for this project. our task was to come up with a prototype and create a reasonable amount of content for it to an industry standard. the name we went with was Project Cyberpunk. we came up with the idea of creating a 2.5D action platformer with cyberpunk elements set in a future tokyo, using Unity. my contribution was conceiving all of the gameplay mechanics as well as designing/developing the sole level of the project.

there was a lot of verticality in the level of this project - and most of it was exteriors in a city. there were mechanics that aided the player to traverse these environments such as dashing, jumping and climbing which allowed a good flow for the level.

GAMES INTERFACE DESIGN: BLOCK OPS

for this module the primary goal was to create a game prototype with a functioning game UI and HUD with elements of your choice, with a menu system to launch the game and access other relevant features. i chose to use Unity for this project. secondly we had to create a company logo and a logo for our game to help to flesh out the project some more.

my fake company was called Espyonage Games. i named the project Block Ops, as my concept was for a spy game .. and everything looked quite blocky. this wasn't my first experience with creating these kind of things for a project however it was my first experience developing them for a 3D first-person game, which was tricky at times but i certainly valued what i learnt during this module.

 

download block ops here

CONTEMPORARY STUDIES IN GAMES

for this module I had to write a report based around a question of my choosing, which I would discuss and finally attempt to answer at the end of the report. the question for my report was "Linear Level Design in Non-Linear First-Person Games and Vice Versa: Which is more effective?".

 

download the full report here

GAMES PRACTICAL PROJECT: DIGITAL WASTES

this is Digital Wastes, created for my final year project. as a fan of Quake, Half-Life and System Shock, i wanted to try my hand at creating a first-person shooter prototype that would be similar in theme, level design and mechanics with my own spin on it. i used Unity for this project, which meant i was able to use the UI and menus that were previously created for my Block Ops student project. most of the other art i either created myself (i created most of the meshes in the level using ProBuilder) or downloaded from the Unity Asset Store.

level design in Digital Wastes was more ambitious in size than anything i had previously worked on alone. there was also a lot more in terms of interaction and scripted events. for the purposes of this project i had to program all of it myself (mostly created using the PlayMaker plugin) which was quite an undertaking for me at the time.

 

Digital Wastes can be downloaded here

SECOND YEAR UNIVERSITY

CREATIVE PORTFOLIO DEVELOPMENT: DM-QUAD

for Creative Portfolio Development i had to create a portfolio and a project of my choosing. i decided to create a level called DM-Quad in Unreal Engine 4 for Unreal Tournament. it's a deathmatch level with four rooms, each is a cube shape but has a different layout and architecture. i also had to create this website for this module - it has changed since then!

 

i had fun playing with verticality and platforming to try and create an interesting space to play around in for several players - but still relevant and fun enough to fit a deathmatch situation. i love Unreal Tournament and the level design in those games so this project was a joy for me to develop. plus you can actually play it online, which at the time was something new (and exciting!) for me.

 

you can download it here

LEVEL DESIGN AND PRODUCTION: "YOU WANNA BET?"

the task for this module was to create a third-person shooter level in Unreal Engine 4 using scripting, blueprinting and other methods available. i was inspired by the name of the project file provided for us to work with - RoboDredd. Judge Dredd is something i love so i was inspired by that to create something fun and based in one location with several routes, allowing the player to take on the situation kind of like Judge Dredd would. inspirations included the games Judge Dredd vs Death, Deus Ex, Payday 2 and Rainbow Six: Vegas.

 

making use of a lot of the relatively small space that i created was something i particularly enjoyed; i filled it in creatively with props and small interactions like enemies knocking over desks, an enemy using the bathroom created with scripting complete with animations. this was also great experience as it was something i hadn't really done a lot at that point. here's the specification for the level as i wrote it at the time of creation:

LEVEL

"You Wanna Bet?"

BRIEF

Criminals have taken over the Sapphire Casino and have taken hostages. It's been said they are betting on which hostage will die first. Save the hostages and bring the criminals to justice.

MISSION RULE SET

You must rescue a set number of VIP hostages, and then any other civilian hostages if possible. If just one of the VIP hostages die, you'll be stripped of your badge. Bring the criminals to justice, but please watch your shooting - the department frowns upon the unnecessary killing of civilians.

THE JOURNEYMAN PROJECT: ADVENTURES IN UNDERLAND

this was the major group project in my second year. we were a team of about 12 people, half designers and half artist, assisted by an animator and character artist seperate from our team. our task was to develop a game based on Alice in Wonderland and compete against several other groups who had the same guidelines, also presenting our work weekly. towards the end there was an industry presentation where an overall ranking was given to each group. out of eleven groups, we came in third. we used Unreal Engine 4.

 

our concept was a third-person puzzle/adventure game in which you'd play as Alice and the Cheshire Cat and being able to play as both. the differences between the two characters was used as a primary gameplay mechanic, meaning this was an important feature for level design as both characters had abilities which would allow them to solve different puzzles and progress. my contributions to this project were primarily as a level designer, but i also helped to conceive several ideas for the game's concept, mechanics, level concepts and sequences.

CASUAL GAMES DEVELOPMENT: BIO WARS

bio wars spawning

a group project module in which myself and a group of six others had to create a prototype game using Unity. the project, named Bio Wars, was based on an idea of ours where players would, in a top-down shooter, fight illnesses within the body of a patient until they're cured. my main contributions to the project were programming (C#) as well as general game design. we were required to present this project as a group in a presentation and a playtest session to the rest of our year.

this project was my first real group project undertaking in university and it was using a fully 3D game engine unlike my other modules before this. it was important for that and also for the experience of making a small, simple game in a group setting.

 

get Bio Wars here

FIRST YEAR UNIVERSITY

GAME DESIGN AND MECHANICS: LOST DUNGEONS

this was the only module in first year university which i had to develop a prototype for. the assignment was to create a functional game prototype with one level using Game Maker Studio. with this in mind, i created a top-down action game wtih an emphasis on melee combat. the name of the project was Lost Dungeons. the objective is to defeat enemies and solve puzzles to progress. everything was created solely by me in the project from scratch including art, UI, scripts and sound effects.

download for Lost Dungeons

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