Lone in the World View on YouTube

DESIGN CHALLENGE

Thechallenge was to create a game that told a story through gameplay, utilizing platforming and puzzle mechanics.

SUMMARY

You play as a character that has become separated from their friend. You remember that you made a promise to go meet on a hill near your old house, so you depart on an adventure. You must solve puzzles and overcome platforming challenges to finally reunite with your old friend.

ROLE

Programmer,
Technical Artist,
Level Designer

TIME FRAME

Three weeks

TEAM SIZE

Four

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CoCo View on YouTube

DESIGN CHALLENGE

A mobile game to help grandparents play and connect with their grandchildren. It had to appeal to and be accessible to both age groups while still being entertaining.

SUMMARY

CoCo is a turn-based strategy game based on the popular activity of birdwatching. The two players must study the behavior of the wild bird, and using the index on the left must decide which of the three types of bird it is. Depending on the type of bird, the steps of getting close and snapping a photo changes.

ROLE

Game Designer,
UI Designer,
UI Programmer

TIME FRAME

Four Days

TEAM SIZE

Six
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Growing Up Ready View on YouTube

DESIGN CHALLENGE

An interactive toy made for the Holland Bloorview Kids Rehabilitation Hospital in Toronto. The goal was to create something that would entertain kids of all ability, but not so addicting that kids wouldn't be able to detach. The way the kids interact is through a 10x10 grid of touch pads on the floor of the waiting room.

SUMMARY

The game takes place in a submarine that is going along the bottom of the ocean floor. As kids stand on the pressure pads it starts to grow underwater plants and ruins. The longer the kids stand in one place the bigger the object will grow. Once the pad is released the object is sent onto the ocean floor.

ROLE

Programmer,
Technical Artist,
Designer

TIME FRAME

Four days

TEAM SIZE

Eight
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Shadow Gun Fisticuffs View on YouTube

DESIGN CHALLENGE

The presented problem was to create a platformer that would engage the player.

SUMMARY

This is a symmetrical platformer where two players fight it out using guns. There are three maps available, each encouraging different play styles. Portals help out maneuver the other player, and moving platforms allow access to different areas.

ROLE

Designer,
Programmer,
Technical Artist

TIME FRAME

One Month

TEAM SIZE

Three

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The Unstable Ranger View on YouTube

DESIGN CHALLENGE

This came out of a prototyping class where as a group we created five prototypes and then further developed one. Each prototype had a genre assigned to it, with the goal of making it unique.

SUMMARY

The genre for this game was an fps. It was then turned into a QWOP inspired FPS, where each joint of an arm is controlled seperately. The final product came out as a 2v2 arena qwop-shooter.

ROLE

Designer,
Programmer

TIME FRAME

One and a Half months

TEAM SIZE

Five

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Klepto-Gnomics View on YouTube

DESIGN CHALLENGE

Design a new physical game, sport or activity that can be played outdoors or in a gymnasium. Afterwards, translate the core gameplay into a digital prototype.

SUMMARY

This game is a 2v2 capture-the-flag inspired game, talking influences from pinnie tag and the floor is lava.

ROLE

Designer,
Player Programmer

TIME FRAME

Five Days

TEAM SIZE

Seven for Digital Version

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Shapes - A WIPView on YouTube

DESIGN CHALLENGE

My own goal was to create something simple, fast paced, and that felt like an arcade game. However I decided to use Processing instead of Unity, to further my own programming and logic skills.

SUMMARY

The game revolves around simple shapes. Using the mouse the player must place shapes down following three simple rules: the shape must be inside another shape (otherwise you lose one out of three lives), it cannot be the same shape, and none of the sides may touch. As the player progresses the speed at which the shapes rotate increases.

TIME FRAME

Ongoing
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Finite State Machine View on YouTube

DESIGN CHALLENGE

The goal was to create a simple Finite State Machine within Unity using Behaviour Machine. I wanted to create a dystopic setting that may serve as inspiration for a full game.

SUMMARY

The player controls some sort of robot and is viewing this bleak future. Everything is controlled, and the workers are unhappy - except for the strangely cheery coffeemaker.

TIME FRAME

Two Weeks
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