Jibrill Murphy

Game Designer

Passionate about planning, designing & building unique experiences.

Project Red

A frantic first person arena shooter about blasting cultists, and dodging bullets

  1. Designed, built and iterated on the arena style level
  2. Designed player and enemy weapons
  3. Designed & flowcharted enemy behaviours
  4. Designed and created sound effects
  5. Wrote & carried out testing plans
  6. Conducted live testing sessions
  7. Analysed and condensed testing data into actionable tasks
  8. Managed project tasks and timeline in a multidisciplinary team
  9. Ran daily standup meetings
  10. Ensured team’s workflows and pipelines were efficient
  11. Recorded and edited game’s trailer

Sploosh

A top down puzzle game about using a bouncy ball to explore an underwater temple

  1. Rapidly designed and built 14 unique puzzle levels
  2. Rapidly designed and built 3 treasure rooms
  3. Co designed enemy behaviours
  4. Co designed core ball bouncing mechanic
  5. Recorded and edited game’s trailer

Bathosphere

A VR horror game about repairing a submarine in the middle of a deep, open ocean

  1. Co designed the 4 panel minigames
  2. Designed and created sound effects
  3. Designed and built end of game cutscene
  4. Designed overall game progression

Scarlet Is The Night In Which We Break

A first person psychological horror game with an abstract and interpretive story

  1. Designed and iterated on the game’s 6 areas
  2. Designed and animated the game’s 10 interaction scenes
  3. Designed and wrote the game’s abstract narrative
  4. Designed and created sound effects
  5. Designed and programmed custom sound x animation system
  6. Designed and programmed game’s day / night switching mechanic
  7. Designed, Modeled & Textured props adhering to a specific style
  8. Conducted live testing sessions
  9. Pitched project to client
  10. Regularly reported to client on progress and took on feedback
  11. Designed and built store page

Splatacle

A wacky 2D platformer where the player can’t use any of their limbs.

  1. Designed and built initial prototype as a proof of concept
  2. Pitched project to large groups on multiple occasions
  3. Designed core grappling, bouncing & sliding mechanics
  4. Designed enemy behaviours
  5. Designed and created sound effects
  6. Paper prototyped 13 of the game’s levels
  7. Designed, built and iterated on 7 of the game’s levels
  8. Ran daily standup meetings
  9. Managed project tasks and timeline in a multidisciplinary team
  10. Created detailed and clear testing surveys
  11. Analysed and condensed testing data into actionable tasks
  12. Created supporting documents to assist team’s workflow
Jibrill Murphy