Hack into a megacorp and uncover their shady secrets!

  • Team Size: 11 members
  • Game Engine: Unity
  • Genre: Top Down Shooter

Encryption Fantasy

January 2023 – Present

-- Contributions --

    Game Designer

  • I designed over 30 encounters
  • I fine-tuned the positions of enemies and the locations of rewards, health crates, and checkpoints. I designed encounters to match the player’s skill and regularly added new enemies to keep combat fresh.
  • I created intuitive tutorials
  • I guided the player toward understanding by using visual clues and carefully framing each tutorial encounter. It took extensive testing and numerous adjustments to achieve the desired effect.
  • I collaborated with writers, artists, and programmers
  • I wrote design documents to outline the gameplay and track what new assets were needed. Each meeting, we explained our newest developments to each other and planned our tasks for the next sprint.

    Game Programmer

  • I refined the game's controls
  • I wanted simple controls that offered interesting choices. Arcing turns to flank enemies, bouncing off of walls to change directions instantly, and forward dashes to deal damage and dodge projectiles.
  • I created 10 enemies and 2 bosses
  • I took advantage of everything the player could do with the controls.
    I made fleeing enemies to hunt down, tracking enemies to flank, lasers to dash through, missiles to juke, mines to avoid, and more.
  • I adapted and expanded existing code
  • I analyzed code that turned ink files into cutscenes and adapted it to function during gameplay segments. I later expanded it to enable optional dialogue within cutscenes based on in-game variables.

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Survive a trap-infested labyrinth - but you're not alone.

  • Team Size: Solo
  • Game Engine: Unity
  • Genre: First Person Shooter

Videoskull

September – January 2023

-- Contributions --

    Game Designer

  • I used mechanics to create the mood
  • I gave the player a slow turning speed and limited visibility to make them feel exposed. I gave enemies an ominous drone to create tension when they were near and relief once they were gone.
  • I designed an engaging tutorial
  • I created the tutorial as a level in miniature. It introduces collectibles, combat, hazardous rooms, ambushes, secrets, loops, and gates in a compact structure of five mandatory (and two optional) rooms.
  • I created a non-linear dungeon
  • I designed the level with multiple crisscrossing paths. To create interesting choices, I created sightlines across gaps to reveal secrets and objectives, then let the player discover how to reach them.

    Game Programmer

  • I coded dynamic pathfinding behavior
  • Using collision boxes to inform the enemies of their surroundings,
    I made it possible for enemies to patrol, attack the player, and pursue around corners in any map without requiring navigation points.
  • I created custom FPS scripts
  • I created scripts for aiming, shooting, and reloading. This merged 2D stylized UI with 3D in-game objects, rotating UI elements to lend them the appearance of depth.
  • I wrote game logic for level elements
  • I wrote scripts that controlled gates using keys, made destructible gravestones drop collectible bones, made swinging axes move and deal damage, and made pits return the player to their last position.

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Please stay on the line. A representitive is coming to meet you.

  • Team Size: Solo
  • Game Engine: Unity
  • Genre: Puzzle / Mystery

The Call

October – November 2022

-- Contributions --

    Game Designer

  • I designed immersive puzzles
  • I created puzzles to make the player pay attention to what was being told to them and approach the game like they would in real life. Most require the player to take notes and investigate dialogue thoroughly.
  • I wrote the dialogue
  • I wrote dialogue that emulates the tone of automated menus to tell a story of evil lurking beneath a bureaucratic organization. I slowly revealed intriguing implications, up to a final, dramatic conclusion.

    Game Programmer

  • I created the game’s dialogue system
  • I programmed the dialogue tree that the game takes place in. I made it possible to navigate with player input, enable and disable options due to previous choices, and lock certain options behind passwords.
  • I built speech synthesis for the time and date
  • I recorded speech fragments and wrote a script that played the audio in a sequence to speak the current time and date aloud, accounting for special cases such as 1st/2nd/3rd, single digits, and -teen.

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