Projects


Over the course of several years at IGAD I have worked on a multitude of projects. On this page I will go over these projects and state my contributions.

Compile


Compile is a first-person free running game where the player has to traverse several obstacles in a level using the movement options available to them.

Role: Level designer

Responsibilities:
- I designed a level for the game.
- Together with peers, I designed the movement options available to the player.

Development time: 2 weeks

Platform: PC

Engine: Unity

Team size: 13


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Unreal Tournament Level Design


During my second year at BUAS I was tasked with design a free-for-all map for Unreal Tournament on my own.

Responsibilities:
- I started out with a design on paper, then transferred that design into Unreal Engine 4 by whiteboxing my design.
- I hosted several playtests in order to collect feedback which I then used to improve my level.

Development time: 8 weeks

Platform: PC

Engine: Unreal Engine 4



Game marmalades


During my second year at IGAD I got teamed up with 7 other students to create a total of 3 games. Each game had a development time of 2 weeks.

Mineblowers

Mineblowers is a time trial type game where players need to get from point A to point B as fast a possible. For this game we developed a custom controller, which was a bike pump. As the player started pumping, the character would start moving. The player would need to pump in order to gain speed, however if they went too fast in the corners, they would get derailed and they would have to start over.

Role: Level designer

Responsibilities:
- I designed the track the player traverses over.
- I Balanced the sensitivity for the derailing.
- I collected feedback in order to improve the overall quality.

Platform: PC

Engine: Unreal Engine 4



Drawn Home

Drawn Home is a 2D platformer where the player has to combine certain elements from within the environment in order to overcome obstacles. The player is able to transfer themselves in between the real world and a “Drawn” world using a portal, each world had their own look and feel.

Role: Puzzle designer

Responsibilities:
- I designed the puzzles that block the player’s progress.
- I balanced the feeling we were trying to convey in both worlds

Platform: PC

Engine: Unreal Engine 4



Steam Punch

Steam Punch is a beat-em-up style game developed for phones. The goal of the game is to defeat all the enemies thrown at the player in order to progress through a level.

Role: Project managed

Responsibilities:
- I was responsible for setting up a scrum board and overseeing the overall progress of the project.
- I served as a vision holder for the project.

Platform: PC

Engine: Unreal Engine 4