Lanterns
My Roles: Designer, Biz-dev, Art
Platform: PC
A co-op platformer developed in Jan 2017 for local 48 hour game jam using 3 stimulus words as the inspiration: Vermilion, remedy and parallel. Each player can shine a light to reveal blocks of the same colour that are otherwise invisible and untouchable. Player's will need good timing and communication to collect the medallion in each level and activate the exit portal.
Since it's game jam inception Lanterns has been launched on Steam Early Access and exhibited at PAX Australia. Lanterns' is currently undergoing a major art pass and content curation.
steam
itch.io
Platform: PC
A co-op platformer developed in Jan 2017 for local 48 hour game jam using 3 stimulus words as the inspiration: Vermilion, remedy and parallel. Each player can shine a light to reveal blocks of the same colour that are otherwise invisible and untouchable. Player's will need good timing and communication to collect the medallion in each level and activate the exit portal.
Since it's game jam inception Lanterns has been launched on Steam Early Access and exhibited at PAX Australia. Lanterns' is currently undergoing a major art pass and content curation.
steam
itch.io
Damsel - Screwtape Studios
My Roles: Intern - level design
Platform: PC, Console
As part of my bachelor degree I completed an internship with local developer Screwtape Studios, during October-December 2016, working on 2D Action Platformer, Damsel.
I created core content for a number of missions in Damsel using pre-existing elements, such as enemies, hazards and collectables, which were used for later iteration. I also was expected to fully participate as an employee in daily stand-ups, task/bug tracking and discussions on the game's design and development. Being able to work so closely with the development team was an invaluable experience and opportunity.
Platform: PC, Console
As part of my bachelor degree I completed an internship with local developer Screwtape Studios, during October-December 2016, working on 2D Action Platformer, Damsel.
I created core content for a number of missions in Damsel using pre-existing elements, such as enemies, hazards and collectables, which were used for later iteration. I also was expected to fully participate as an employee in daily stand-ups, task/bug tracking and discussions on the game's design and development. Being able to work so closely with the development team was an invaluable experience and opportunity.
Slime Herder
My Roles: Project Lead, Designer
Platform: Anrdroid/Google Play
A mobile puzzle game inspired by 'Lemmings', built during a commercial development unit at SAE.
This project was completed over 13 weeks with collaboration from audio, animation, graphic design and programming students. The project was released on Google Play whilst maintaining a media presence, developer blog and shipping a feature update during the 13 week trimester.
Postmortem
Twitter
Moddb
Platform: Anrdroid/Google Play
A mobile puzzle game inspired by 'Lemmings', built during a commercial development unit at SAE.
This project was completed over 13 weeks with collaboration from audio, animation, graphic design and programming students. The project was released on Google Play whilst maintaining a media presence, developer blog and shipping a feature update during the 13 week trimester.
Postmortem
Moddb
The Wisp
My Roles: Designer, Art
Platform: PC
A student project completed as part of an extended production unit. The Wisp aimed to combine a stealth mechanic with the fast paced gameplay of a shoot-em-up rogue-like. Although the project wasn't as polished as the team desired, many lessons were learned in trying to complete a larger scope project.
A brief postmortem
itch.io
Platform: PC
A student project completed as part of an extended production unit. The Wisp aimed to combine a stealth mechanic with the fast paced gameplay of a shoot-em-up rogue-like. Although the project wasn't as polished as the team desired, many lessons were learned in trying to complete a larger scope project.
A brief postmortem
itch.io