group1_highconcept.docxSouls of Verdun is a first-person survival horror game where you must collect radio parts while evading an invisible ghost in a World War I trench. The basis for the game came from the given theme in class, which was paranormal. Our main goal with the game was to scare the player, which we believe we succeeded at. We attributed this to creating a great scary atmosphere with an invisible enemy as well as making the player feel vulnerable by making their abilities limited.Â
As the lead designer, I designed initial block outs of the final map as proof of concepts (shown in the bottom left), as well as worked on game balance and UI. Some specific examples of game balance work include enemy speed, pickup location and visibility, allowing the player to carry both of their items simultaneously, and giving the player safety from the ghost when they are in a room. All of these changes contributed to a much better experience from our first open playtest to the final build. Souls of Verdun was voted one of the top three games among other projects in my class, won Best Aesthetic and Best Adoption of Theme, and was showcased at MSU's Fall 2023 Games Showcase. itch page
Iceberg_Brawl_Trailer.mp4
Power Up Concepts (Design Document).docxIceberg Brawl is a party game supporting up to four players where players try to knock each other off of an iceberg to be the last one standing. The basis for this game came from the theme given in class, which was cute but dangerous. Our goal was to create a fun semi-competitive party game and we believe we succeeded at that. Good feeling in the player controls as well as fun powerups helped achieve our goals. I designed a layout for the rooftop map, as well as helped with designing and balancing powerups in the game. Iceberg Brawl was the runner up for Most Fun and Most Innovative in class and was shown off at MSU's Fall 2023 Games Showcase. itch page
Slime Game is a 2D platformer developed in two weeks by a team of seven people, based on a given theme of evolution. I designed the level for this game. itch page
Escape Velocity is a 3D action platformer developed in six weeks by a team of seven people. I designed the level for this game and worked on the gameplay design. itch page
A 3D action platformer level made from premade assets in a Unity package for my Game Level Design class. I scattered pickups for the player around the level that can be picked up in no particular order, with some being obtainable in more than one intended way. Super Mario 64 was a major point of inspiration for how I designed the flow of the level, where the player is free to go wherever they may please and complete it however they want. This was shown off at MSU's Fall 2023 Games Showcase. You can play this level in your browser here. It can be played with either a controller or keyboard and mouse (for keyboard and mouse players, hold down the right mouse button to rotate camera, make sure to move the mouse far enough for the camera to rotate).
Board Royale.pdfAs a fan of battle royale games, I created a two to four player print and play battle royale game as my first project in my Game Design class. Players draw cards in order to "loot", and like a battle royale, players can get something okay or something great. Players can choose their fights, but like most battle royales, they are a risky endeavor, though players are rewarded well for such a risk. itch page
Party Foul!.pdfIn this game, losing can be just as fun as winning (well, maybe not for everyone). Inspired by Trivia Murder Party from Jackbox Games, Party Foul! is a three to five player trivia party game where players must perform humiliating acts if they answer a question incorrectly. Some questions may be easy to answer while others, not so much. Created as my second project in my Game Design class. itch page
BLACKCARD.pdfFor my third project in my Game Design class, I created an UNO hack that changes the primary objective of the game and adding a couple new card types with it, adding a bit of depth to the game. In BLACKCARD, players must get rid of all the cards in their hand, like in the original UNO, but must possess the BLACKCARD at that moment or they lose the game. The functionality of some cards have been changed to allow the player to stay in the game a little bit longer. itch page
I briefly volunteered on Salmon Run; an educational game being developed at Michigan State University's BEACON Center for the Study of Evolution in Action. I contributed to the game with some UI design and scripting. Learn about the game here.