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My Design Work
In this section of my portfolio are other documents or design work I have done that is either apart of a project that has been released or some of my personal work. It includes some work from my portfolio pieces but also side projects I am yet to work on.
Metal Leviathan GDD
GENRE - Isometric Shooter
PLATFORM - PC
In Metal Leviathan, You play as a Mech Pilot, fighting back hordes of mechanical creatures, in an attempt to get revenge on the Metal Leviathan who has been ravaging the local towns. Customize your mech with various parts and weapons to change your play style with unique and deadly hull abilities and evade the swarms with unique dashes.
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The page of the GDD where it explains the core mechanics of the mech.
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The page of the GDD where it explains how the left panel works in the different states.
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The first prototype of the armoury, utilising screen space to allow the player to swap every mech part in the same screen.
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Much cooler UI panels with a loadout overview on the left which displays each parts stats once selecting a part from the right.
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The final design of the Mission Briefs for each Mission. Separating the mission information on the left including intel on what enemies they are going to face & their rewards for completing the mission & the hard path on the right.
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The first prototype of the armoury, utilising screen space to allow the player to swap every mech part in the same screen.
Metal Leviathan UI
GENRE - Isometric Shooter
PLATFORM - PC
UI is an integral part for Metal Leviathan as it was the core component behind one of our biggest mechanics, the Armoury. In order to make the Armoury the best & coolest thing outside of the combat, I had to make it as interesting as possible & similarly to the mission select UI. Click on the images on the left to view them larger.
Dice & Daggers GDD
GENRE - Rogue-lite Dice Strategy
PLATFORM - Mobile PC Switch
Dice & Daggers is a unique take on a strategy game as it couples it with the luck of dice. The player will choose 3 of the 8 available unique heroes who each own two die. When in combat the player choses to roll either die & will have to use the side they roll to take down the waves of foes waiting for them.
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The page of the GDD where it explains the mechanics for the heroes.
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The page of the GDD where it explains how the player wins & loses.
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1st blockout prototype for level 1.
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Final version of level 1 including tutorials for: Movement Jumping
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Final version of level 4 including tutorials for: Cleansing
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1st blockout prototype for level 1.
Glow Level Design
GENRE - 2D Puzzle Platformer
PLATFORM - PC
Level design was a vital part for glow considering it's a platformer, but its also a puzzle game which makes it all the more interesting to create level for. This was one of my first real attempts at level design & I iterated multiple times on each design, improving it further each time. Click the images on the left to view them larger.
Double Tap Game Manager
PLATFORM - Mobile PC
This project me & my team produced a wireframe for an app that logs your games, accounts & achievements & keeps track of all of it, you can organize your games, pin achievements & organise what game you want to play next.
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The Home page for Double Tap Game Manager, this page allows the player to access individual games, shortlists, achievements & adding games.
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This page on the app shows what game is being displayed, what consoles you have this game on, your achievement progress for the chosen console.
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A pop up to add a game that is either on a current generation console or an older game (e.g. N64, GBC, etc.)
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The Home page for Double Tap Game Manager, this page allows the player to access individual games, shortlists, achievements & adding games.
Machinations Economy Loop
In Dice & Daggers, the players Heroes will level up as they progress through the dungeon & kill monsters. In order to figure out the rough XP balance for the heroes I used Machinations to automate & test the gameplay loop of doing a full run & seeing at what points the heroes level up at. The XP breakdown in Dice & Daggers is as follows: The heroes will always receive 20 XP when completing combat, if the hero did not die during combat, they will gain another 20 XP. Additionally depending on how quickly they finished combat they are rewarded between 0 to 50 XP. The heroes start at level 1 & require 150 XP to reach level 2, to reach level 3 which is the max level, they require 300 XP.