Portfolio

Cosmic Slingshot (Upcoming)

Cosmic Slingshot is an upcoming arcade “slinger” where the player uses a spaceship’s questionably innovative flight system to sling through they cosmos on the gravity of its planets.

Here’s a sneak peak:

Design Monkey: Me

Code Wizardry: Tye Bryant

Refuge (Q4 2017)

Every Journey Ends.

Here’s the trailer we made part way through development (The final product made some pivots in design and story before release):

For this project, my responsibilities were:

  • Lead the design and vision of Refuge, including art and audio to a multidisciplinary team of external collaborators.
  • Lead regular play testing sessions, incorporating the feedback into our product
  • Design the toolsets created by my programmers, so we can easily create scenarios
  • Level design for the game’s story-driven encounters, as well as its passive explorative segments.
  • Writing and expressing the game’s story through written text, sound and art.
  • Helped with marketing, creating our initial trailer and art for our website.

Design, and Story: Me

Lead Programmer: Alex Luthe

Programmer and Producer: Jordon Dodds

Website and marketing: Arthur Finkler

Project Sapling (Q4 2017)

In studio 3 (and later my internship), we designed an educational app with Ralf Muhlberger, CEO of The Latest Tricks and 89Friends. He was looking into creating an AR gardening app for school students to fulfils their curriculum requirements in a fresh and interesting way. We called it Project Sapling, and it was by far the most interesting project I’ve worked on. Designing an application that fulfils a curricular and experiential goal was an interesting challenge, as well as positioning the app for funding grants and prototyping with mobile devices in mind.

Here’s a trailer for Project Sapling, later called Ardent Garden:

To read more about this project, click here to check out my blog post.

For this project, my responsibilities were:

  • Work with our team to design the scope of the application’s curriculum focus and gameplay
  • Work with the team to pivot the app to adopt features attractive to funding bodies
  • Lead the UX of the application, and prototype its design in Adobe Experience Design
  • With the team, have regular meetings with our external stakeholders and communicate the goals of our design, our progress and plans for the future.
  • Work with the team to create useful and innovative uses for AR in a learning environment
  • Consider how the app will be deployed and used by teachers, students and IT administrators.

Where the Heart Is

Created in Unity 5.4 with C#, Garageband, Hack’n’Plan

For our final project in Game Studio 2, myself and three others were tasked to create a game that evoked the feeling of “home”. With all of us living out of our original homes and knowing that we would be moving soon in the future, we created Where the Heart Is.

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As time goes on, we grow out of the places we were raised up in and into new ones. When another house doesn’t suit us anymore, like a Hermit Crab, we need to find another. So much changes between houses. In a strange new environment, the new shapes, colours, sights and sounds are foreign to us. However, home isn’t just about the walls, ceiling and floor, but about the possessions we decorate them with. The photos we take, the posters of our favourite movies, and our favourite books travel with us through the decades. Even though our beds change, and furniture comes and goes, the house wouldn’t feel “homely” without these items.

Where the Heart Is is a game about turning houses into homes, using your possessions to create something truly “homely”

For Where the Heart Is, I:

  • Lead a team of 3 other people with the project’s creative vision
  • Designed the gameplay and progression systems
  • Designed 4 levels for the game
  • Created an animated user-interface using Fungus
  • Created 3 songs to underscore the user experience using Garageband
  • Ran regular testing sessions to receive feedback and apply it back into the design process
  • Showed off the game at Brass Razoo! – a student showcase gallery open to the public
  • Lead the game’s art direction, creating basic art assets to compliment those provided by 3D Animators. Created colour swatches for each level
  • Liaised with Graphic Design students to provide the game’s marketing materials
  • Liaised with 3D Animators to create the game’s assets
  • Published the game on itch.io
  • Testing out alternative lighting systems (like light probes) available through Unity to achieve a performance-conscious product
  • used Hack’n’Plan for project management

Get it on itch.io!

Falling

Created in Unity 5.4 with C# with Hack’n’Plan

Falling is a music-video-game created to compliment the music of an Audio student who lead our team with their vision. With the student having little experience designing games or leading teams, the challenge for this project was to keep open communicate with our client to create a product that worked with their vision and our expertise. The product we created is falling, to compliment the music of James Reynolds (conqueezy)

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Drift among the clouds as you fall to your inevitable end. Music composed by James Reynolds.

For this project I:

  • Lead a team of 2 other people to realise the client’s creative vision,
  • Used Unity’s particle systems to create convincing cloud effects while being conscious of performance,
  • Built and tested the game for WebGL conscious performance and user experience,
  • Held regular meetings with our client to discuss direction and brief on progress,
  • Designing Falling‘s progression to match the client’s music and design goals
  • Liaised with an external programmer working on visual effects
  • Used Unity’s 3D sound to create a convincing soundscape
  • Created publishing materials
  • Released an update to improve performance and stability after release

Check it out on itch.io!

Don’t Look Up

Created in Unity 5.4 with C#

Created at university in Game Studio 2 in 7 days. My classmates and I visited GoMA (Brisbane’s Gallery of Modern Art) to select an artwork to realise in a game. My artwork of choice is Anish Kapoor’s ‘Untitled‘ piece from 2007.

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Untitled, 2007

Don’t Look Up attempts to replicate my own experiences viewing this work – its emotional output and sense of purpose. The viewer is forced to contemplate a large object that protrudes and recedes simultaneously. Its colours and intimidating size evoke primal feelings as it imposes itself on the viewer.

Special Thanks to GOMA for curating this art piece, and my Game Studio 2 facilitators and friends for their feedback

For this project, I work on:

  • Using Unity’s sound and colour manipulation to achieve the game’s warping effects
  • Using camera effects to achieve desired visuals
  • Making use of Unity’s 3D sound properties to achieve a desired soundscape

Get it on itch.io!

Resonance

Created in Unity 5.4 with C#, Garageband, ProBuilder

Created during the 2017 48hr Global Game Jam, Resonance takes the idea of “waves” and turns it into a game about escaping an automatically run internment camp with a Remote Diagnostic Tool. Stay quiet and work quick to escape.

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For this project I worked on:

  • Leading the game’s design vision
  • Designing the game’s levels and character progression
  • Leading the game’s art direction
  • Using Garageband to provide audio
  • Used Fungus to construct the game logic