GAME PROJECTS
THE SECRETS OF GRADIA
A climbing and exploration game created in VR as the final major project for my MA in Games Design. The Secrets of Gradia has players climbing a mountain to explore mysterious ancient ruins. I decided to work in VR for this project to capture the sense of scale and presence that virtual reality can bring. I decided to focus on one mechanic that could easily be expanded upon and refine it extensively. Implementing my modular and expandable climbing system in VR has taught me a huge amount about working with virtual reality, level design and tailoring the player experience based on extensive testing an feedback.
You can watch my video breakdown here
Read about the development here
Or download it here!
(Requires a VR headset)


THE PHONE BOX
An experimental VR project that has take on the role of a man suffering from depression, reaching out to people. The player must attempt to rebuild connections with character, and uncover the events that led them to the phone box. Utilising the sense of space that VR can achieve our aim was to create a cramped and claustrophobic experience, that is a sombre and meaningful look at both mental health and human connection. My part of the project was handling the design and programming the phone systems. Try it here.
THE DEPARTMENT OF CORRECTIONS
Created as part of my studies that had us creating a political game. The Department of Corrections has players sentencing characters as part of an increasingly totalitarian state. We wanted the player to become active participants in tyranny through simple actions and subversion. I was responsible for the a lot of the design, as well as programming the random character generation and systems that control the passage of time. You can play it here.


LIKE A RUSSIAN
PROJECT VOID
Project VOID is an asymmetric multiplayer horror FPS. A team of mercenaries must complete their objectives while being hunted by a terrifying alien threat.
I developed this project with a couple of friends over lockdown, designing and implementing most of the core gameplay and multiplayer functionality, as well as the Steam integration.
You can see the project in action here.


CARP DM'S
Carp DM's is an online text-based social deduction game where Carps must catch the Catfish out in a group conversation. Made for Game Parade 2020. Nominated for 'Best 2D Art" and winner of "Community's Pick Best Overall" game! You can find the latest build on itch.io here!
I led this project, helped design and implement the network functionality and worked with both our artist and UI designer to create the visual style of the game.
VAGRANT SOUL
A prototype adventure puzzle game for mobile devices created for Tranzfuser 2020. Inspired by games such as Ico and Zelda, players control a young monk searching to cure a curse that is slowly corrupting his body. You can catch our last dev update here.
I led this project and was responsible for the overall design. We were experimenting with condensing complex 3D adventure controls down to intuitive touched based input found that would work well on smart devices.


CONTAGION
Created for my dissertation, this project explores the validity of using games as tools in infectious disease simulation. Contagion is an online multiplayer game that looks at player driven person-to-person infection, and how changes in environmental complexity affects infection rates. It was also designed to track and output data for analysis.
This was my first time creating a multiplayer game, and learning how to incorporate the client/server model into game design.
See the presentation video here.
Read my dissertation here.
Download and try the project here.
DUALITY CORE
Duality Core is twin stick 'Bullet Hell' style prototype. Built in a week as part of my university course's "game a week" module, it focuses on having players fighting off enemies in two dualities at the same time. I really liked this project, and I definitely want to expand on this idea at some point.
See the breakdown video here.
Download and try the game here.
(Requires a controller)


CALL
I created the Twine game 'Call' as part of my university course's "game a week" module. In this interactive narrative experience, players take on the role of a Samaritan working in a call center. I wanted to experiment with branching narrative and meaningful choice that has real consequence.
You can play Call here.
DEFENCE VECTOR
A mobile based reaction game that I developed in my second year. The game was developed to understand creating games for mobile devices, as well as Google Play Store and ad based monetisation integration. I also learnt a lot about optimisation and bug fixing, as well as app deployment.
You can download the early access on Google Playstore here.


DOMESTIC
Domestic, an escape room style puzzle game about domestic abuse made for Global Game Jam. Created for the theme "What does home mean to you?", demonstrating why having a home may not always be a good thing.
I led this project and was responsible for the concept, its gameplay, visual design and programming.
Play it here!
ENVIRONMENT
STUDIES
This is some of my current work in environment creation.
You can download the real-time versions of these scenes here.
