Projects

Unannounced Project

Role
Team Size
Tools

Designer
30+
Unreal

While I can’t say a lot about this project yet, I can talk a little bit about the exciting work I did while I was on the team!

While at Uppercut I worked extensively on designing, prototyping and iterating on AIs. It was my first time really diving deep into AI design, and it tied in strongly to work I did designing levels, encounters and rosters for the project. The project itself has a lot of unique mechanics that presented some interesting challenges, and unique opportunities for AI. There was plenty of room to design behaviours to create engaging, and delightfully unexpected gameplay for players. I worked alongside some extremely talented AI programmers to build a varied roster of AI, and became a proficient AI bug hunter in the process. I spent a lot of time identifying and solving pathfinding problems in our maps, and created extensive documentation on how to build levels in order to get pristine pathdata for AI.

I also did a lot of work developing tools and levels to streamline the team’s testing process for new features. This included test levels to prove out the fun factor of different AIs, levels to easily test new mechanics while they were in development, and even levels to test new features of the engine as they came online. Alongside these I also did a great deal of research and built several extensive resources for the team to use.

I of course also wrote and iterated on a myriad of design documentation, presented features to the team, and worked alongside other designers to conceptualise, iterate on, and adapt features until they fulfilled all our goals.

Finally I also took on the role of feature team lead at different points during the project, being responsible for recording the team’s progress on specific features, addressing any issues stopping the team from completing their work, and acting as a communication bridge between my team members, other team’s members and the company’s directors.

A Vacancy That's Hard to Talk About

Role
Genre
Project Duration

Team Size
Tools
Platform

Released

Sole Developer
Walking Simulator
6 Months
Solo
Unity   Blender   Audacity
PC
2022

A Vacancy That’s Hard to Talk About is a walking simulator about introspection, loss, and detachment. Players explore 3 increasingly surreal spaces as they unpack what is going on in these tense, relaxing and at times, frightening places.

This was a small project I made as a means of self expression, and an attempt to create a surreal but evocative experience.

A Vacancy That’s Hard to Talk about is a walking simulator set across 3 levels that explore 3 different forms of detachment. The game looks to convey a sense of longing and loss, panic and desperation, or weary delusion depending on what level you play through. It’s a short experience that can be played through in under an hour.

Most of my time was spent designing, building and scripting the game’s three levels. They all were set to explore a different set of emotions centred around the concept of detachment. I also wanted things to get weirder and weirder as the levels went on, which was pretty fun to bake into the design of the levels. This ambition led to levels that were physically huge, with many, many gameobjects within.

This required level streaming, and a slight shift in how levels were designed. All of the sudden I now needed to make sure player’s couldn’t backtrack through levels too much, and there needed to be cheeky loading zones where I could discretely load the next chunk of level before the player reached it. Really all this amounted to was a door that closes behind a player and a classic S-shaped hallway at one point in a level, but still, it was one of those ‘oh of course I need to do this’ moments that was fun to run into.

I worked on this part time over the 6 months I had for it, and in that time I kept a tight and organised schedule, marching along bit by bit until I had the game ready to go. I was lucky enough to have the support of my fellow devs at Canberra’s Games Plus and all the fine folk at one of Canbera’s monthly game developer meet ups for plenty of playtesting, feedback and advice on how to do light bakes in unity that don’t take centuries to complete.

Overall this was a very cathartic and fun project to work on. I’m glad I’ve been able to contribute something to the pool of low-fi surreal experiences, and I hope to make more projects like this in the future. I think next time I’d like to explore a narrative that’s less abstract and interpretive, and invest more time in game feel and atmosphere. So watch this space I suppose, as there’ll most definitely be another game like this coming down the pipeline eventually.

Splatacle

Role
Genre
Project Duration

Team Size
Tools
Platform

Released

Designer & Producer
Action Platformer
15 Weeks
8
Unity
PC & Mobile
2021

Splatacle is a wacky 2D action platformer where the player can’t use any of their limbs. Instead, they’ve got to make use of their giant tentacle appendage to grapple and bounce around the map, dragging their useless body along as they go

Splatacle was built over 15 weeks and was taken from a pitch, to a demo to a small, but fully realised game.

Splatacle is a light hearted 2D platformer where players move by flinging themselves around with a giant tentacle they can launch out of their body. Players can use their new appendage to latch onto walls and ceilings to swing around, or grab and throw otherwise impossibly heavy objects. Players have to fling, flop and flip their way out of a zany laboratory, filled with traps, security guards and nefarious feline adversaries.

I wore a few different hats during this project; designer, producer and team lead. I designed and scripted levels, core mechanics, ran team meetings, built and maintained the team’s schedule, provided direction and worked with the whole team to ensure the project moved in a single, cohesive direction. I worked with my fellow producer to develop efficient workflows and build strong lines of communication between our team members, ensuring everyone always felt heard and knew what was going on.

The very first version of this game was a large, empty playground with a single floppy ragdoll players could joyously fling around. I used this small demo as a proof of concept alongside my pitch, and the project was greenlit, allowing me to bring on a small team to flesh the little demo into a slightly larger prototype.

Now a small team of 5, we built out the game more, developing aspects of the game I was thankful to be able to discuss with much more knowledgeable people, like art direction and technical limitations. Once we had our prototype, complete with simple enemies you could make explode viscous fireworks, we brought it to a panel of industry professionals. They gave their stamp of approval for the project, alongside pages of juicy feedback.

After this, the team reformed and shuffled to form a team of 8 talented individuals, who were the fantastic folk I ended up working with for the remainder of the project to bring it from janky prototype, to less janky, and much more engaging full game. The team clicked early on, and we all worked closely to incorporate feedback, shift the game’s tone and continue to build upon it’s design, art, and technical systems. While we did run into our fair share of unforeseen problems, we were as flexible as our bendy, flippy, protagonist, and were able to change direction and alter the game’s content quickly and easily.

This is a project I look back on very fondly. It was a great foray into the organisation and resources it takes to build a project of that scale. At the time this was by far the largest and longest project I had ever worked on, and it really highlighted just how much easier life is if communication is kept open, the schedule is kept clean, and no one starts haphazardly dumping files in random places in the repository. It was quite a ride being on this project from it’s initial conceptualization and pitch, to it’s final day of development and subsequent release on itch.io.

This project was built alongside:

Scarlet Is The Night In Which We Break

Role
Genre
Project Duration

Team Size
Tools
Platform

Released

Sole Developer
Psychological Horror
5 Weeks
Solo
Unity   Blender   Audacity
PC
2021

Scarlet Is The Night In Which We Break is a first person psychological horror game with an abstract and interpretive story

Scarlet Is The Night In Which We Break was my first ever solo project, and taught me a great deal about art, programming, and abstract design. This game was built over 5 weeks as part of an exercise emulating what it’s like to work for a client or publisher. This involved working within a brief, pitching the project to a client, and regularly meeting with them to ensure the project met their expectations. The brief for this project was to create a game that was experimental in nature.

Scarlet Is The Night In Which We Break is a first person exploration game with an abstract and interpretive story. Gameplay involves the player walking around a house, interacting with objects, and flipping between the perspective of two different characters. The game contains virtually no text or dialogue, and instead conveys it’s narrative through the environment, and the way in which the two different characters perceive it.

I was the sole developer on this project, and so was responsible for all design, sound, art and programming. Over the 5 weeks of production I:

Over the 5 weeks in which I worked on the project, I did a lot of work outside of design, but was able to tackle from the viewpoint of a designer. This meant I was able to build all the game’s systems, aesthetics and sounds with a clear, central goal, making them work together in a clear and cohesive way. It was an interesting experience that taught me a lot about the work people in other disciplines need to do.

Overall, I am really proud of what I was able to create in the time that I had. I feel the final product represents the original design intent very well, and the client was satisfied that the product met their brief, and incorporated their feedback. I also got a great amount of perspective on how long different aspects of game development take, and how much work I’m actually capable of doing on my own.

And finally, one of the most valuable lessons gained from this project was insight into the work done by other disciplines. This has really helped me be able to communicate clearly with team members outside of my discipline, and even facilitate communication between other team members, each of different disciplines.

Bathosphere

Role
Genre
Project Duration

Team Size
Tools
Platform

Released

Designer
VR Horror
3 Weeks
8
Unity
Oculus Go
2021

Bathosphere is a VR horror game about repairing a submarine in the middle of a deep, open ocean. Flip levers, hit buttons, and rewire panels, as you try to ignore the creatures you can hear on the far side of the submarine…

Bathosphere was my first foray into virtual reality, and taught me a lot about the limitations and opportunities found in the platform. The project was built for the Oculus Go over a period of 3 weeks, and it was an interesting challenge designing for a VR headset that only has 3 degrees of freedom.

Bathosphere is designed to be a ‘haunted house’ type of experience, where the player is placed in an unsettling space, and witnesses spooks and scares as the game progresses. In this, the player is suited up, and suspended in open ocean in order to repair their damaged submarine. They can interact with the maintenance panel to slowly repair the submarine, and as they do the sealife around them will change. As the sub gets closer to being repaired, the player will begin to hear a distant creature drawing closer and closer towards them.

As one of the designers on this project, my responsibilities over the 3 weeks included:

I was one of the designers on this project, and came up against some really interesting challenges when designing for the Oculus Go. The graphical capabilities of the Go are very low, and the headset only tracks rotation, not position. These limitations guided the design, and lead to us creating an experience that took advantage of the fact the player couldn’t move, and used it to make them feel vulnerable. Our limited polycount budget also pushed us towards delivering a horror experience based on sound and tension, rather than large, scary creatures.

This was also my first time working on a game in a blended environment. Half the team was on site, and the other half was online. I found this transition to be very smooth, and was able to work with online teammates just as well as those that were on site.

This project was an excellent learning experience, and gave me a great amount of insight into the limitations and possibilities of designing and developing for VR. The platform's limitations pushed the team to be innovative, and really take advantage of the things that platform was best at, immersing the player.

This project was built alongside:

sploosh

Role
Genre
Project Duration

Team Size
Tools
Platform

Released

Designer
Puzzle
48 Hours
12
Unity
PC
2021

Sploosh is a top down puzzle game about exploring an underwater temple and solving puzzles using a bouncing ball

Sploosh was built in 48 hours for the 2021 Global Game Jam. This was my first ever game jam, and I worked alongside 11 other people in order to build the game. Working with such a large team to build something in such a small amount of time taught me a lot about how to coordinate with a team in order to build something substantial very quickly.

The game itself is a top down puzzle game where the player uses a bouncing ball to solve puzzles. This ball bounces twice before being destroyed, and can interact with different enemies and objects in the environment. Players need to make careful use of positioning, and angle their shots just right in order to flip switches, hit enemies, and open doors.

I was one of two designers on the project, and over the 48 hours we had to built the game, I was responsible for:

The tight 48 hour deadline forced the team to work quickly, and as such communication and coordination were key. The team brainstormed together, and planned our tasks so that members of all disciplines could work in parallel, and not need to wait for other disciplines before they could finish their own tasks. This led to some issues with version control conflicts, and some elements of the game being less polished than they could have been, but it did also allow the team to create a very large amount of content in a very small amount of time.

In the future however, I’d seek to focus on a smaller, more polished experience over a large one that feels much less cohesive. Lessons for the future.

I had a lot of fun on this project, and it was really interesting to see how much of a game a team could build in such a  short amount of time. However again, quality would have been far better than quantity. The team was able to build a huge number of levels in the time that we had, but it would have been far wiser to spend that time polishing and testing a smaller set of levels.Overall my first game jam was a great experience, and this definitely won’t be my last.

This project was built alongside:

Project Red

Role
Genre
Project Duration

Team Size
Tools
Platform

Released

Designer & Producer
‍First Person Shooter
6 Weeks
9
‍Unity
PC
2020

Project Red is a frantic first person shooter where the player needs to constantly dodge bullets as they fight off waves of fanatic cultists

Project Red was my first full scale games project. This student project was the first time I’d worked in a multidisciplinary team, and at the time, the longest project I’d ever worked on.

The game itself is an arena based first person shooter. The player needs to fight through waves of enemies, using their movement abilities to dodge bullets, and scour the map for ammo and health pickups.

I was the sole designer and producer on this project, being responsible for all the games design, scheduling and testing. Over the course of the project, I was responsible for:

There’s still quite a few things I would change if I had to build this game again. The main one is that I would set out to create a small, polished experience over a vast, rough one from the very beginning. The scope of the project was far too wide when we first began, and the process of cutting the project down was an eye opening experience. I would also begin testing much sooner, to ensure that there was time to balance the game into something that is fun more often than it is frustrating.

Project Red was a really rich learning experience for me. This project helped me gain a huge amount of insight into how games are actually built, and what it’s like to work in a diverse, creative team. Taking on the roll of producer and designer also taught me a lot about scoping a project, and designing balanced experiences. Overall, Project Red was a great learning experience, and still one of the projects I feel I learnt the most from.

This project was built alongside:

Jibrill Murphy