my Games

 


Professional Games

 

I live, breathe, and work games. The following are the games I have been lucky enough to work on at a professional level.

 

Forza Motorsport 7 - Turn 10 Studios

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Role: Content Designer | Release Date: October 3, 2017 | Systems: Xbox One and PC | Official Website: ForzaMotorsport.net

The Game and My Role:

Forza Motorsport 7 was built by Turn 10 Studios and published by Xbox Games Studio. I designed, built, and implemented live content for Forza Motorsport 7. My duties include the creation of Hoppers (official multiplayer lobbies), Leagues (ranked multiplayer), Prize Crates, #Forzathon (player retention feature), Rivals (time trial events), Specialty Dealer (weekly rotating vendor of limited edition cars), and Forza Racing Championship events (eSports). More information coming soon.

 

Forza Horizon 3 - Turn 10 Studios

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Role: Content Designer | Release Date: September 27, 2016 | Systems: Xbox One and PC | Official Website: ForzaMotorsport.net

The Game and My Role:

Forza Horizon 3 was built in collaboration by Playground Games and Turn 10 Studios. Starting in August of 2017 I took over non-expansion content design for the game while working under contract at Turn 10 Studios. This consisted of three primary systems for which I became the sole designer: Studio Blueprints, Rivals, and Forzathon. I worked in these systems until the end of my contract in February of 2019.

Studio Blueprints:

Studio Blueprints were events built using the in-game blueprint editor (a system which allows players to build and share their own custom events with others) which were featured in game and on the weekly Forza Friday Twitch and Mixer streams. Blueprints could be a point-to-point race, endurance challenge with a decaying car, high score setting, specific skill earning or any combination of the aforementioned challenges. Studio Blueprints were sunset shortly after the launch of Forza Motorsport 7.

Rivals:

Rivals are a set of handcrafted time trials challenging players to set times on a global leader board and compete for the top spot. I built a few rivals, but my role was primarily to continue rotating the existing rivals as well as the few Rivals I had built each month with six months worth of rotations. I sunset the Rivals rotation at the end of my contract by looking at internal data and choosing some of the most popular rivals to become evergreen.

Forzathon:

Forzathon is a system designed to engage and retain players by providing a set of challenges with desirable rewards for completion. Each Forzathon is comprised of four challenges which each grant a single reward and an achievement which are only available during a set window of time. Challenges can range from completing or winning a certain number of races, to completing stunts, or setting high scores and more. The rewards were made up of in-game currency, experience points, Wheelspins (random chance at in-game currency or cars), and cars both rare and exclusive. I designed the challenges, chose the rewards, and built the Forzathons through the Xbox One achievement system and our internal studio system. I then worked with Playground Game’s QA in the UK to ensure that all challenges were bug free prior to launch. During my time working on Forzathon I built over 400 different challenges for players to enjoy. I sunset the Forzathon system at the end of my contract by building a set of 4 evergreen challenges to reward long time players and encourage new players to play for the long haul.


Prototypes

 

A designer’s mind is always coming up with new ideas. The following prototypes are just a few of those ideas that I have worked on in my spare time.

 

Whack-A-Mole VR

Engine: Unity Engine 2019 | Device: PC, Oculus Rift and Touch Controllers

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Looking for a deeper dive into VR than my previous outings, I decided to implement a simple yet fun game of Whack-A-Mole. This was my first time designing with the Touch Controllers in mind. The player attempts to set a high score in 60 seconds of gameplay in this prototype. The environment and arcade machine were grey-boxed with Unity’s Pro-Builder tool. Next steps include adding the ability to pick-up and drop the mallets, the saving and displaying of high scores, and resetting of the cabinet.

 
 

Grid Based Active Combat System

Engine: Unity Engine 2019 | Device: PC, Keyboard and Mouse

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This is a combat system that I am working on in which combat takes place on a grid with control split between the player and their opponent. A character can only move on grid tiles of their own color and can use abilities to take over opponent’s tiles to limit their movement. The plan is to eventually have the player choose from a selection of abilities that they will take into each combat with them through a deck-building like system. Next steps include ability scripting, PVP battles, and AI enemy logic.

 
 

Room scale VR with 2d Characters

Engine: Unity Engine 5 | Device: PC, Oculus Rift

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With a new Oculus Rift in hand and a curiosity to see what it would feel like to be in a physical space with the 2D characters from Penny Blue Finds a Clue, I got to work. My initial idea was to take the Unreal project that I spent 10 months working on and strap a VR component onto the camera. After several failed attempts I decided it would be more time effective to build a brand new space just for the experience. I booted up Unity, threw together a quick level and tossed in a few of the characters. The results were surreal to say the least.

 

Game Jams

 

A game jam is an opportunity to work my design muscles in ways that they aren’t normally worked. As a result, I find myself just as reinvigorated by them as I am ready for a nap when they are done.

 

Spooky House Tycoon

Engine: Unity | Device: PC

Game Jam: Yogscast Game Jam 2020 | Allotted Time: 48hrs | Theme: Surprise | Team Size: 4

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At this haunted house, the patrons pay you based on how frightened they are when they leave. To that end, it is your job as manager to place and activate various spooky objects around the building for maximum scares! The night is short though, so be on your toes!

As a first time game jam team with two artists, a programmer, and myself (a designer with scripting ability) our primary goal was to turn in a working game, and our secondary goal was to build out systems and mechanics that were modular and reusable. As a result, I built the spooky objects system so that we could simply swap out the art assets and a few values such as cost, scare output, cooldown time, and directionality/range so that we could maximize the amount of art that could get into the game while minimizing the need for bespoke programming and bug triaging needs.


Maps & Mods

 

Like many aspiring game creators, I started with building maps and making mods for existing games. The following are just some of the many maps and mods I have built.

 

Shootmania Storm - Maps

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The Game:

Shootmania Storm is an first person arena shooter published by Ubisoft and developed by Nadeo with a small but dedicated following. I was introduced to the game during my time with iD Tech Camps as an instructor teaching an FPS level design course. With it’s abundance of modes and simple to pickup gameplay, it was the ideal game for introducing young designers how to build levels. Even after my courses were done, I continued to utilize the game’s advanced map editor for my own experimentation. The official website can be found here.

 
 

Castle Grimstone:

Castle Grimstone is an asymmetrical free-for-all map designed for up to 16 simultaneous players. The small island has two bunkers and a few small open areas as well as raised walls and pathways surrounding a small castle. It is intended to take advantage of the fast paced and frenetic action at which Shootmania Storm excels. It can be downloaded from the Steam Workshop here.

 
 

Racetrack:

Racetrack can be played in either Time Trial or Siege modes. In Time Trial, all players spawn at the top of the track and attempt to make it to the end of the course in a single life. Falling off the track causes a player to restart from the top. In Siege mode, one team attempts to finish the course while the other spawns on the central platform and attempts to snipe the racers before they can reach the finish line. The match ends when either a single racer finishes a lap or all racers are eliminated. It can be downloaded from the Steam Workshop here.

 
 

Invertigo Map:

Invertigo was a map I built to experiment with the gravity ignoring path blocks added to Shootmania Storm. It is a free-for-all map for up to 8 players with limited cover and only basic blaster weapons available. The map is about moving quickly and tracking opponents in 3-dimensional space around you, pushing your mental capabilities. It can be downloaded from the Steam Workshop here.

 
 

Siege of Grimalia:

Siege of Grimalia was one of the maps I built and revised while teaching with iD Tech Camps. I tested and iterated on it many times with each class I taught and it eventually became my testing ground for new map pieces after I was done teaching. The video here is of the latest version of the map. I have unfortunately lost publishing rights to the map due to the loss of an old laptop. This means that I cannot upload the latest version for players to download. However, I published a few older iterations to the Steam Workshop prior to the loss of the laptop and they can be found here (V6), here (V7), and here (V8).

 
 

Guess Who? - Custom CHaracter Mods & Rules

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The Game:

One day I had the thought, what if Guess Who? was based on a character’s personality or personal history instead of their physical characteristics and decided to get to work. This idea naturally necessitated that the characters in the game already exist, either in reality or as characters in a visual medium. I was watching Attack On Titan at the time and decided it would be interesting to use characters from some of my favorite anime. Click on any of the titles below to view and download the full PDF or download the Adobe Illustrator Template I built to make your own. Each of the PDFs I built are balanced for the original game rules as well as the new rule set I created.

Optional New Rules:

A player can only ask yes or no questions based on the character’s personality, the story they appear in, or tropes that are associated with them or the show they come from. Physical characteristics cannot be asked about unless it is a key aspect of the character’s world or story.


Student Games

 

The following games were built during my time earning a Bachelor’s in Game Design at the DigiPen Institute of Technology from 2013 to 2017.

 

Penny Blue Finds A Clue - Team Project

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Primary Role: Level Designer | Secondary Roles: Assistant Producer, Technical Artist

Development: 10 Months | Team Size: 10 | Engine: Unreal Engine 4 | Senior Project

Penny Blue is a world renowned tween detective, at least in her own mind. In reality she baits you, her babysitter, into solving the mysteries she frequently stumbles into. In this first-person detective game, you will explore a converted mansion and speak with the crazy hotel staff and guests and you attempt to uncover the mysteries surrounding the death of a famous critic. Everyone is a suspect, and no one is co-operating in this comedic take on the detective formula.

 

Tiny Tanks! - Solo Project

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Development: 4 Months | Team Size: 1 | Engine: Unity Engine 5 | Senior Solo Project 2

Tiny Tanks is a turn-based synchronous-action strategy game for two players. The first player to destroy each of their opponent's tanks, wins the match. Tanks gain one action point per turn, and may use as many action points as they wish. Action points can be spent on movement, attacking, or repairing. Players take turns inputting their commands and then watch all of the actions execute simultaneously. It is important to be careful though. If two tanks run into each other, both will be destroyed regardless of remaining health.

 

Crushed - Solo Project

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Development: 1 Month | Team Size: 1 | Engine: Unity Engine 5 | Senior Solo Project 1

Crushed is an experimental game about building relationships through the medium of texting. I utilized an interface styled after a smart phone, complete with a gimmicky game and selfie functionality (web cam required). Play as a teenager simply trying to get a crush to notice them. Seek advice from your best friend Sam, before reaching out to Casey. Your choices affect the narrative and how both characters react to you. Can you make plans with Casey, or will you be left hanging? Spoiler, just re-read the name of the game!

 

Rafflesia - Team Project

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Primary Role: Level Designer | Secondary Roles: Assistant Producer, Systems Designer

Development: 6 Months | Team Size: 12 | Engine: Ursine Engine (Team Built) | Junior Project

Welcome to the Interplanetary Pest Extermination Squad. You and your partner have undergone rigorous training and it is time for your first mission and your final test. The giant plant monster known as Rafflesia has infested the sewers of the city of Makta on planet Rivlo IV. The monster will likely alter its strategy as you fight, so work together and stay on your toes. Good luck rookies!

 

Setsuko - Team Project

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Primary Role: Producer | Secondary Roles: Level Designer, 3D Artist/Animator

Development: 8 Months | Team Size: 4 | Engine: Zero Engine (Proprietary) | Sophomore Project

Setsuko is a tale of grief and acceptance. You play a Setsuko as she fights against mythical monsters on her journey to recover a fabled cure to the mysterious disease which plagues her mother. Along the way, you will befriend a ghostly parasol and together you will overcome all obstacles in you path. However, death cannot be overcome, and upon reaching your goal, you discover that not only is there no cure, but your mother has passed away during your journey. Together with your parasol and the spirit of your mother by your side, you face off against your inner demons to discover acceptance and hope.

 

Project S.N.A.I.L. - Team Project

Primary Role: Level Designer | Secondary Roles: Technical Lead/Coder

Development: 3 Months | Team Size: 4 | Engine: Zero Engine (Proprietary) | Freshman Project 2

Project S.N.A.I.L. is an arcade platformer in the vein of Bubble Bobble. Your goal is to slime all of the other creatures in a level and then consume them before they can break free. Utilize powerups that grant great power, but can leave you vulnerable. Explore evolving stages and combat new enemies as you progress further into the game. Can you survive life as a snail?

 

Space Miner - Team Project

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Primary Role: Systems Designer | Secondary Roles: Level Designer, Producer, Artist

Development: 2 Months | Team Size: 3 | Engine: Zero Engine (Proprietary) | Freshman Project 1

Space Miner is a resource management game about working for a greedy intergalactic mining corporation. Move from planet to planet reaping the natural resources to improve your mining capabilities and purchase travel to the next planet on your way home. It’s a race against the clock, as each moment is another dollar lost. Do you strip a planet clean or get the resources you need to move on and get off world? Each time you play the game, the planets are randomly seeded with resources so each journey has new perils.