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Game Design

Wonderbox

Wonderbox has been my first project built for a client. Design meetings and updates with Sensorium Theatre's design and management team was a great way to learn how to use someone else's vision and connect it to both technical reality and my own ideas in a way that satisfies everyone involved.

The largest input from Sensorium was coordinating the development for the theatrical performance, as well as designing a comfortable and enjoyable experience for neurodivergent youth.

The design process included four Zoom meetings over 2022. In these, we developed a mood board, design document and a technical demonstration to the design director.  The development is split into an initial build, based on the meetings, which will go through a playtest process tested in several schools in Western Australia.

Duped

Duped was my first major collaboration to create a finished product with fellow artists. I was the programmer and main game designer. Key accomplishments;

  • Programming game flow, including dialogue breaks, exit chambers and narrative progression throughout the game

  • Designing levels and puzzles with input from the rest of the team and playtesters

  • Reworking central mechanics according to playtest feedback

  • Learning to use Unreal's audio system to add music and dialogue

  • Working on writing voicelines and the narrative at collaborative meetings with the rest of the team

  • Working with the artist to translate Blender environments and rigged character models successfully into Unreal

  • Experiencing crunch time for the first time - I love it and hate it

Game Design Docs

Some more design docs not being developed. Written for fun/inspiration. Writing this, I discovered that a lot are reworks of actual games. It seems to be something I do for fun.

Survival Multiplayer Design Doc

I always liked cooperative survival, so I wanted to take it to the next level. This game is all about players working together to create a civilization, taking on professions and roles in order to create a fully functional society with no NPCs. This presented some obvious challenges.

Challenges:

  1. Make the game enjoyable even if a player's life is less than glamorous, i.e. a farmer

  2. Make the survival aspect difficult enough so there's a challenge and a drive to work together, but easy enough so people do cooperate and socialize instead of just surviving.

  3. Make players want to cooperate as well, so there isn't just anarchy.

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Solutions:

  1. Give enough for players to do. Make routine tasks have a little bit of difficulty, and make them more than press E to harvest

  2. Take notes from other survival games. Inspirations include: Don't Starve Together, the Long Dark

  3. Make it rewarding to work together, and experiment with how to make it feel personal. For instance, proximity voice chat and reputation system within clans.

Sid Meier's Civilization 7 Concept

I've played these games since Civ 4. I always liked them, and wanted to think of how I would design a sequel. One thing I always found lacking was the political aspects of it - governments are really just stat modifiers. Also, I'm really feeling the absence of complex trade route income tax mechanics. (Don't read the whole thing - it's 50 pages long)

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Challenges:

  1. Make all the dozens of different mechanics not feel overwhelming. The previous games already feel complicated and I'm adding layers of mechanics.

  2. Make the world more interesting! I would love to see more variance in the world.

  3. More politics! Make appeasing your citizens important, or rebellions will begin!

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Solutions:

  1. Tone a lot of it down. Make it in the background and not necessary to play the game unless the player wants to mess with it.

  2. So many ideas! Height variance, natural disasters, etc. etc. etc.

  3. Stellaris is a great example of how to make a government feel layered without too much junk (cough cough factions system).

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