Scripting Game Design Additional Projects Additional Skills Software Experience
Game Design
Top
D.A.V.I.S. - Alpha Demo
Director / Lead Game Designer

The original story (which was pitched by a colleague) was morphed and molded into a viable game idea by myself and my creative team of 5 others. As part of this creative team, we developed the characters, backstory, environment, and gameplay. In addition, we ensured that those elements did not conflict with one another.

D.A.V.I.S. went through 4 months of pre-production to create a design document, establish pipelines, and create schedules and deadlines. After that, D.A.V.I.S. was in full-fledged production for a year with a team size ranging from 40-54 people. My responsibilities included:

  • Directing the entire project from start to finish for over a year and a half
  • Leading the creative team of 6 people to turn the idea into a playable game
  • Creating a D&D-style prototype of the game before production
  • Establishing and refining asset pipelines
  • Overseeing the implementation of the game idea into actual code and functionality
  • Weekly reports to an Executive Producer with updates on progress
  • Maintaining a Wiki to make sure that information was available to all team members
  • Creating a Google Group and contact document for rapid communication
  • Using the Unreal Tournament 3 Editor, including Kismet, Matinee, & the UI Editor
  • Managing a production team with 9 departments, department leads, and an art director
    • Animation
    • Audio
    • Concept Art
    • Creative Team
    • Level Design
    • Modeling
    • Programming
    • Surfacing
    • Writing
Top
Dark Deed - Beta Build
Game Designer / Lead Programmer
Magma Pod

The original story was pitched by a teammate but I participated in the development of the game from the ground up. Collectively we created a paper prototype that went through several iterations of playtesting and revision before we created an electronic prototype that was polished into a playable Beta. My responsibilities included:

  • Working cooperatively as a member of a team of 5
  • Designing and implementing rules for the paper prototype (PDF)
  • Testing and revising rules and game boards for the paper prototype
  • Researching and implementing core functionality/features in Torque Scrip
  • Creating enemy movement and AI
  • Implementing player control, abilities, & camera tracking
  • Implementing animations, HUD, cut-scenes, audio, collision, level transitions
  • Importing all art into the Torque Editor
  • Designing and building levels
Top
Sushi Samurai - Electronic Prototype
Director / Lead Game Designer / Lead Programmer
Wasabi Studios

I pitched the original concept that was refined and implemented by myself and a team of 3 others. A paper prototype was designed, tested, and revised multiple times before an electronic prototype was created, tested, and revised as well. The paper prototype utilizes the knowledge I learned from the Skybike Royal Tournament Paper Prototype about momentum in a turn based environment. It also explores different abilities that can be used in a side-scroller such as wall jump. My responsibilities included:

  • Directing the project as part of a team of 4
  • Creating assignments for other members of the team
  • Generating the original concept and idea for the game
  • Creating, editing, and maintaining the design document, schedules, and milestones
  • Lead researcher/programmer of Torque Script
  • Implemented assets created by other people in the Torque Editor
  • Combined code from the other programmers with my own to create builds
  • Balanced paper and electronic prototype levels for difficulty
Top
Skybike Royal Tournament - Paper Prototype
Director / Lead Game Designer
Wasabi Studios

Skybike Royal Tournament is a Mario-Kart, arcade-style, combat-racing game but in three dimensions. Players race their skybikes ("flying motorcycles") through a course of gates in the sky. Players earn money to upgrade their Skybike’s performance and arsenal.

This is an original concept created by me that was implemented as a 2D paper prototype with my team of 3 others. The prototype explored the concepts of momentum, acceleration, top speed, handling, weapon aquisition, weapon use, and collisions in a 2D, turn-based environment. The game went through several iterations to refine the rule set, game balance, and add new maps. My responsibilities included:

  • Directing and creating the game as part of a team of 4
  • Creating the concept for the game
  • Writing a design document
  • Creating a schedule that included milestones and a delivery date
  • Creating game rules and a rule book for outside testing
  • Creating paper levels for playtesting
  • Balancing player attributes & game rules
Scripting | Game Design | Additional Projects | Additional Skills | Software Experience
Home | Portfolio | Resume | Links