portfolio

Here’s a portfolio of my best work so far. I hope you enjoy viewing the development of my skills as a game designer over the past few years.

If you’re only looking for my work in a specific field, click one of the filters below:

 

Gun Jam (Unreleased, 2022) - Level Design

Gun Jam is a rhythm-based FPS by Jaw Drop Games and published by Raw Fury. In the first half of 2022 I was a Junior Level Designer on this project, creating and editing levels both on their own and in response to QA tester feedback.

 

Qube 10th Anniversary (2022) - Level Design & QA Testing

Released in 2022, QUBE: 10th Anniversary is a complete remake of QUBE as well as its Director’s Cut variant by Toxic Games. In 2021 I was both a level designer and QA tester on this project. To find out more and wishlist the game, click the link below:

 

The Longest Yomp: Chain of Command in the Falklands Conflict of 1982 (2019)

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This is an expansion for TooFatLardies’ World War II game Chain of Command, providing players with the material to change their games’ setting from the Second World War to the Falklands Conflict in 1982. It contains complete lists for both the British and Argentine armies, from Argentine Commandos to British PARAs and the revered Nepalese Gurkhas, as well as new mechanics representing radios, cold climates, and night warfare to make this expansion truly unique to its setting.

This expansion is available to buy now as part of Lard Magazine 2019. To purchase your own copy, click the link below:

 

mOBIUS (2019-ONGOING)

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Mobius is a fan-made tabletop wargame based on Archie Comics’ 25-year run of Sonic the Hedgehog. This was intended as a “test run” for a fantasy wargame engine I’d written prior, but has continued as a personal passion project. It emphasises the use of Heroes through its familiar yet eccentric phase system, and introduces a layer of tactical depth by representing Fog of War with a ‘Blip’ mechanic.

Work on Mobius continues to this day, with more than ten factions available to play and the game’s Third Edition nearing its release.

 

hero, Inc. (2018-19) - educational project

My final project for university! Hero, Inc. is a side-scrolling platformer inspired by games like Cuphead and Mega Man X. Developed in Unreal Engine 4, it features two-player co-operative play and an innovative “combine powers” system, where weapons not only hurt enemies but help other players.

 

Turn Sequence: an exploration of turn order mechanics within turn-based tabletop and computer strategy games (2018-19) - Dissertation

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For my dissertation, I decided to explore Turn-Based games, and how changing the method in which turns are sequenced can dramatically alter the players’ experience of an otherwise identical game. I did this by writing a tabletop wargame specifically for the occasion named WITS (or Wargame with Interchangable Turn Systems), which has seven different methods to choose from, and focus testing these seven methods with a third party of experienced wargamers.

This brief dissertation, which features the rules for WITS in its Appendix, can be downloaded below:

 

Will: One-Man Army (2018) - Educational project

Will: One-Man Army is a side-scrolling action platformer with a fast pace, a minimalist UI, and one-hit-kills-all combat inspired by games like Superhot and Hotline Miami. It was created in Unreal Engine 4 as my final project for the second year of university (I ended my two-year Foundation Degree with a Distinction). This is also my second project using Unreal Engine.

I’m especially proud of the way I handled background and foreground elements for a game set in a large city (16th-century London) on a short time limit. For this game’s scenery, I created a modular building system, allowing me to create all manner of different-looking buildings without consuming too much of my limited time to complete this project. Whenever I made a new level, I would duplicate all the existing scenery and move the “key game elements” (nav meshes and player starting points) back, creating both a sense of a sprawling metropolis and a sense of progression to players with a keen eye, all while keeping needless time consumption to a minimum, leaving me more time to refine the game’s mechanics and design.

 

Meowlitia (2017-18) - educational project

Meowlitia is a twin-stick survival shooter inspired by games such as Smash TV and The Binding of Isaac. This was my first second-year project in university, as well as my first creation using Unreal Engine 4.

It features a saving system for high scores, two different types of enemies and a “wave-based” spawning system, as well as four different temporary power-ups that can be combined to make a lucky player’s tank ultra-powerful. I made most of the 3D models myself using Cinema 4D (all except the alien spaceships, which are default Unreal Engine assets).

 

A Cruel Necessity: Sharp Practice in the English Civil War (2017)

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A Cruel Necessity is an expansion for the TooFatLardies tabletop wargame Sharp Practice. While Sharp Practice normally represents 18-19th century combat, this expansion contained rules changes and new content to represent skirmishes during the English Civil War. It features new rules for Pikes, Matchlock weapons, and Irregular Dragoons, among other differences, as well a total of 21 new units to represent Royalist, Parliametarian, and Trained Bands forces of the period.

This expansion was published as part of the TooFatLardies’ 2017 Christmas Special, which can be purchased following the following link:

 

The Bastard Executioner (2017) - Educational project

Apologies for the poor video quality, unfortunately this is the only file currently in my possession.

This is my final first year project, in which we were put into pairs and given a few weeks to use GameMaker Studio to make a game based on the FX show The Bastard Executioner. I designed and made this game, featuring classic Castlevania-style mechanics, while fellow student Cailean Roy created the visual assets.