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PROJECTS

TOONTOWN
CORPORATE
CLASH

Toontown Corporate Clash is free to play; a recreation of the MMORPG Toontown Online.

Genre: 3D Turn-Based MMORPG
Engine: Panda3D
Team Size: 80+ 
Time on team: August 2021 - Currently
Platform: PC, Mac
My Roles: Game Designer

Toontown: Corporate Clash is a completely free-to-play massively multiplayer online game designed to be a reimagined experience of Disney's Toontown OnlineSuitable for players of all ages, ANYONE can have fun joining in the battle against the evil robot "Cogs".

 

Create a new Toon, grab a few Gags and dive right into the never-ending battle to save Toontown from the Cogs! 

Core Responsibilities:

  • Responsible for developing gameplay, related concepts and mechanics.

  • Worked with designers to create new content such as mini-bosses and minigames and redesign old features from Toontown Online.

  • Communicated fleshed out designs to creative and technical teams for implementation

  • Worked on balancing content such as player attacks, enemy units and status effects

  • Assisted in quality assurance and internal testing for bugs and gameplay improvements

Toontown

PERCEPTION

Explore level design theory in this first person puzzle game that utilizes non-Euclidean architecture

Genre: 3D First Person Puzzler
Engine: Unity
Team Size: Solo
Project Timeline: September 2021 - May 2022
Platform: PC

My final year dissertation project is a 3D First-person puzzle game. The game has unique puzzles by using seamless portals to create non-Euclidean spaces. The project's focus was researching level design theory and applying it to non-Euclidean spaces. The project primarily explores how to design architecture and environments. I also wanted to work on level design workflow and what was needed to create a well designed level and the steps required to make it a polished experience.

Key Takeaways:

  • Learnt of the level design workflow and what steps are needed to create, design and iterate great levels.

  • Improved my blockmesh creation skills and learning how to better plan environments in 3D spaces.

  • Learnt about creating aesthetic environments and the techniques needed. This includes, lighting, materials and placing modular assets.

  • Applied a sci-fi story with the pre-designed assets to create a narrative

  • Studied engine tools to create interesting gameplay experiences.

  • Used surveys to gather  feedback, categorize information and iteratively improve through testing.

PROJECT 
SCRAPPED

Learn programming logic through this cute puzzle solving adventure game.

Genre: 3D Isometric Puzzle-Adventure
Engine: Unreal Engine 4
Team Size: 8
Project Timeline: January 2021 - May 2021
Platform: PC 
My roles: Sound Designer, Music Composer, Game Designer

Created in the third year of my university program, Project Scrapped is an isometric puzzle game designed for a younger audience. The game's objective was to help teach programming logic by using visual scripting inspired by Unreal Engine 4 and Scratch. By using visual scripting, the player recodes the world and fixes it. Through this journey, the player solves puzzles and meets new people on their quest to return the world to normal.

 

The game was included in the “Third Year Showcase” section of the Abertay Graduate Show 2021  as an example of successful Interdisciplinary Groupwork. 

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This project was created from a design brief from industry mentors Hyper Luminal games.

Core Responsibilities:

  • Worked with a team to create a vertical slice  that aims to teach a young audience logic through gameplay.

  • Assisted in the very early conceptions and prototyping of the game's core.

  • Created sound effects and music to create an immersive environment

  • Writing a sound design and music document to have a consistent auditory vision

  • Used DAWs (FL Studio) to compose and create sound effects

  • Implemented Audiokinetic's WWISE to create a long term sustainable pipeline.

  • Using notion to track an asset list and update team members on progress.

JOY RIDE

Improve your game experience by acquiring pickups.

Genre: 2D Top Down Shooter
Engine: Unity
Team Size: Solo 
Time on team: January 2021 - May 2021
Platform: PC

Joy ride is a top-down 2D shooter with levels that appear as you explore.  The core of the game is simple with basic movement and shooting, however, the polish that makes the game interactive will be different for everyone. Polish is gradually added to the game through pickups and as you play more your experience becomes more fun and interactive!

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The core goals of this project was to better understand the concept of game polish and juice. By stripping game elements and creating an extremely simple game I wanted to develop a workflow of designing game polish that I could use in the future. This project would also teach me the research, effort and time needed to polish games to a level worth shipping.

Key Takeaways

  • Learnt about game feel and the importance of responsive controls and interactive gameplay. 

  • Greatly improved 2D prototyping skills and iterative design process

  • Creating an excel spreadsheet that acts as a workflow when designing game feel and polish for any kind of game

  • Used Trello to manage the game and learnt about project management and planning. Also learnt the best time to implement game polish during the development cycle.

Perception
Project Scrapped
Joy Ride

XENIATY

A first person shooter that attempts to recreate an anxious atmosphere.

Genre: 3D First Person Horror Shooter 
Engine: Unreal Engine 4
Team Size: Solo
Time on team: September 2019 - December 2019
Platform: PC

Xeniaty is a first person serious game. The aim of the game was to try and recreate the suffocation and feeling of claustrophobia when an individual feels anxiety.

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You can't hurt anyone and there is no lose condition, but as people get's closer to your character tends to have more tunnel vision and feel suffocated.

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This game was made in Unreal engine 4 and was my first attempt at, both a 3D game and creating in unreal engine.

Key Takeaways:

  • Researched player emotion and psychology to create gameplay elements to invoke emotional responses.

  • Investigated level design history, architecture and spaces to understand how to design environments

  • Learnt 3D game design and development techniques

  • Began the process of understanding the level design process and creating blockmeshes

  • Learnt how to script gameplay events with blueprints in Unreal Engine 4Le

Xeniaty
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