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Works

Examples of the games I have designed or had a hand in designing over the time spent in the Laurier Game Design and Development program. These games showcase some of the skills I have developed and represent the types of ideas I come up with when making games.

Tales of Cold Canadian Nights

Description

Tales of Cold Canadian Nights was the first game I had ever designed. It is an analogue board game in which players play as Canadian citizens during the 1860s. The game focuses on the player traveling to parts of Canada and resolving encounters. The Encounters are narrative pieces which are contained on a series of cards. The cards generally contain a situation which players could use their skills or abilities to resolve. Upon resolving the situation players would be given rewards depending on how the situation worked out.

My Involvement

My role in the creation of the game was the development of all physical assets, including about 40 cards a game board and the instruction manual. I also was the team leader for the creation of the project and its subsequent testing.

Untitled Peggle Clone 2018

AKA Break Them Pegs

Description

Untitled Peggle Clone 2018 is a digital mobile game designed similarly to other existing brick breaker type games like Ricochet and Peggle. In the game the goal is to break as many pegs as possible before running out of balls. Players would touch and drag the golden ball to aim their shots to hit the pegs. The game would be over once the player runs out of balls or all the pegs are destroyed. 

My Involvement

This game was a individual project for a course and was conceived and built over the course of a week although only about 7 hours went into it due to time constraints. For the game I built the menu's using unity elements wrote the required code to make the game work, designed the layout of the pegs. I essentially made everything for it except the art assets. Credit for the art assets goes to Kenney.nl

News Takeover

Description

News Takeover is a board game designed and pitched for Media Smarts an organization interested in digital and media literacy. The game focuses on the spread of fake news. In the game players generate trending power, a representation of the reputation of fake news by playing a series of cards with headline elements attached to it. When playing these cards the players are tasked to make and announce a fake news headline using said cards. The players then spread their trending power throughout parts of the board. Once a player claims the middle section of the board the round is over and the game resets. 

My Involvement

For News Takeover my involvement was to lead the group and managed the deadlines and milestones expected of us. I also helped develop the game from its conceptual phase to a cohesive vision that the group could use while making it. Beyond that I created some of the assets and shared responsibility in the play-testing and improvement of the game itself.

 

Pressure

Description

Pressure was a prototype for a faced pace top down arcade style game in which the players make choices in regards to publishing fake news. Newspapers travel around the room on a conveyor belt and have to be modified at each of the blue stations. 

My Involvement

I worked on managing the development of the prototype through the iterations required and keeping the documentation and the direction of the game going in the correct direction.

Action Tank Platformer

Description

Action tank platformer was a game quickly made in a week to showcase 3D platforming mechanics. The general game play consists of a tank having to jump around in a platforming setting while being limited by fuel which limited how much the player could explore at a give time. In addition some areas of the game had mines and other hazards, which could damage and or destroy the tank. 

My Involvement

Action Tank Platformer was a solo project so I was responsible for the creation of the code, various visual elements and the level design of the platforming sections.

Pin-Ski Ball

Description

Pin-Ski Ball was one of the first digital games I made using unity and it originally stemmed from the role a ball tutorial and developed into something more interesting. It was designed chiefly for a school project which involved taking the knowledge developed during the tutorial and applying it to something else. The game consists of heavily modified Ski-Ball where the player controls the ball and attempts to land it in a pile of coins which are inside tube like structures which are across from a ramp/jump which provides the momentum to reach the tubes in question.

My Involvement

My involvement was the modification of the tutorial code to allow for the required affordances, for the game to function. I also oversaw the development of the additional levels for the game which lead to more crazy mechanics with a similar premise.