Roles: Game Designer, Artist
Heaven's Roost Online is a game with the sole intention of being a casual MMORPG. The project was never intended to go anywhere, more of a training exercise between friends. An MMO is ambitious - why not try?
There is no plot (as of right now) but design concept revolves around a bird race and all the clothes and weapons are based off of foods. Going off of Square Enix's Final Fantasy 14, we collectively decided that we wanted classes/jobs to be flexible, allowing players access to all of them from one character should they wish to. And in remembrance to some of my favorite zones in Blizzard's World of Warcraft (The Wandering Isle, Zangarmarsh, Eversong Woods) I knew that I wanted a good color palette for the environment
The project is currently on hold since most of the team is doing internships ):
Space Hotdog is a personal project of mine that is currently under development so this page is a little sparse, sorry! It is a narrative RPG game that focuses on social structure as it's main form of combat!
Space Hotdog is an pseudo-isometric rpg game about a hotdog from space. Join Space Hotdog, as it completes its last year in high school for an exchange program on Earth.
It will face the many perils of social constructs and navigate the trenches of conversation with its peers, attempting a mastery upon interaction.
People, after all, are puzzles, are they not?
Please read my devlog for my journey through development of this game as it occurs!
Role: Game Designer, Artist, Programmer, Writer
Welcome To The Lonely Mountains (WTTLM) was a school project created for a programming class, an assignment on random value generation. Using perlin noise to create the mountains in the background, I went wild for all other aspects of the game. As an honest disclaimer, I didn't do that well on the assignment.
Initially you played as a creature wandering these ambiguous mountains, collecting souls for no obvious reason. I was going through an extremely hard part of my life at the time, I wasn't happy and I was struggling through a lot of things.
Since then, WTTLM has evolved into something more personal - it's become an amalgamation of concepts and ideas during my development and growth of self. The Lonely Mountains grew - you still wander them without a purpose but more characters and more places could be discovered.
The primary thing that I wanted to convey in this game is that it isn't easy. It's less of a game and more of an experience. It's not difficult - but it is tedious. The pace you walk at is slow and sometimes unbearable - that's what life is, after all. The people you meet may be liars - or you just don't trust them. But you have to rely on them. Sometimes, that person is you.
It's not easy. It's not hard. It is what it is.
I'm happier now. I'm not perfect or satisfied but I'm content. I've paused development on this game temporarily to focus on other things. My lonely mountains can wait a little longer. I'll learn a little more, I'll try a little harder, I'll live a little longer.
Roles: Game Designer, Project Manager, Creative Lead
School project created for Holland Bloorview Kids Rehabilitation Hospital using Screenplay technology in one week. We were asked to create a game that a variety of children would be playing in the waiting room of the hospital.
A few challenges to consider were:
- our audience would be of a varying levels of mobility, disabilities, and ages
- no flashing lights, no loud noises, nothing crude
- we had to find methods to reward players that would constantly be moving as well as players in wheelchairs or casts
- play sessions were of an unpredictable length
- we had to find a healthy balance between entertaining and not too entertaining - players would have to be willing to put the game down when they had to
- a request from the client were for there to not be too many annoying sounds as the secretary would be exposed to the game for much longer
We created a lobby game where upon stepping on the Screenplay mat, an island would be summoned on the corresponding area on the screen. Upon staying on the tile, the island would grow to it's largest state before being released. Upon releasing the tile, the island would also be released at whatever size it had grown to. When islands collided with other islands, they would get stuck together to create an even larger island.
Roles: Game Designer, Artist
Mash Till You Crash was a school project with a design challenge of choosing one primary game mechanic to focus on for a multiplayer game. My team and I selected the mechanic of button mashing - a mechanic that is ever present in various party mini games.
Our immediate concerns were the length of play and difficulty levels:
- If players were mashing for too long, their hands and wrists would be strained - playtesting was extremely important
- If it was just mashing buttons, was it really challenging? Was it too mindless? And if so, was mindless a problem?
Our final design involved two opponents in a four player game. The opposing team and the overarching boss that both teams were trying to defeat. Whichever team inflicted the most damage towards the boss would be the winner in a best out of 3 game. The boss's health was set to determine the length of the match, currently set to average from 30 seconds to one minute in length. Out of the three designed bosses, each one had different features to add or change difficulty to each round.
Buttons would fade in and out during the game, telling player what was available to hit. Players had to communicate with their teammate to have the optimal amount of button presses. Should players hit an unavailable button or hit buttons that their teammate was already hitting, they would be stunned for a brief period of time - communication was very important!
The score wasn't demonstrated with numbers but in a tug-of-war meter at the top of the screen. The better your team was doing, the more the meter went towards your side - we didn't want players to see that they were winning my a measurable number - if it was too high, they'd get discouraged!