Design

  • Mor'Doors

    Mor'Doors

    Flash game for mobile created in Stencyl. Role: [Solo Project] Engine: Stencyl Duration: 4 months Skills Improved: Prototyping, Stencyl usage Skills acquired: Mood Board use, UX Design [WireFrames, Menu Design], User experience [Personas]. - Although responsible for all areas of development within this solo project, production was emphasised towards user experience and UX design. - What was done right: Overall the study of UX design and application of its theory, led to an uncomplicated design process, with a clear idea of what was needed to achieve the desired end product. In future, theory shall be applied likewise, to achieve similar results where possible. What to learn from: This project highlighted the issue of giving too much time to ideation and planning, and not enough time to implementation. WIth so little time left to create the gameplay, errors discovered could not be properly debugged, and so large sections of intended gameplay were absent from the finished product. Knowing when to stop planning and start prototyping, is crucial for future success.
  • NOID

    NOID

    Point and Click game created in Adventure Game Studio. Role: [Solo project] Engine: Adventure Games Studio Duration: 6 weeks. Responsible for all areas of the project, development was concentrated upon level design and appropriate aesthetic decoration. Skills improved: Photoshop editing, Musical composition. Skills acquired: Puzzle Dependency Chart use, Implementation Priority chart use. - What was done right: Previous interaction with related games meant that it was easier to produce this game, relying upon familiarity with Point and Click games design. For future projects, further games research will be useful in order to replicate this type of advantage, where applicable. What to learn from: At the time that I worked on this project, my programming and games design skills were still fairly undeveloped. It would have been better if I had whiteboxed out the game levels and focused on the games design and programming first, as I could easily produce the aesthetic assets later on, despite the time pressure - as opposed to coding under time pressure, which is what happened. This will be considered for future projects, with personal proficiencies noted and production structured accordingly.
  • Sweet Dreams, Pixel.

    Sweet Dreams, Pixel.

    Top-down RPG game created in RPG Boss. Role: [Solo project] Engine: RPG Boss Duration: 8 weeks This project focused on larger implications of space, and how a player might perceive the game space. Puzzles were created where the player would be able to see a desired destination long before they could in fact reach it. Considerations of puzzle design in relation to player experience, developed. Skills improved: Puzzle design. Photoshop editing. Level design. Implementation priority charting. Skills acquired: Programming AI, Software problem-solving. - What was done right: Prior to creating the larger game world, a smaller 'playground' was created where games mechanics would be tested out small-scale prior to wider implementation. This was very useful as it meant that a mechanics palette was identified before planning out the whole game, ensuring that development was more focused toward useful endeavors. What to learn from: Certain game experiences can be accomplished through various means. Earlier puzzles took far too long, and could have been shortened whilst still maintaining the same narrative progression and impact. Post-script: As RPG Boss was a dead open-source project, certain bugs had to be worked around without any technical support of any kind, aside from sparse forum posts indicating possible solutions. As a developer, my problem solving skills were tested to their maximum in the completion of this project, with 5 pages of bug fixing described in the design document.
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