MY PORTFOLIO
01
Party Couch Play

Lead Level Designer and Narrative Designer
Set sail is a pirate party couch play game inspired by games like Overcooked and Sea of Thieves.
Design Goals/Aims:
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Create a Fun party game that lets player live their pirate fantasy.
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Design levels to cater for 4 players and reinforce gameplay without hindering key aspects like Exploration and communication.
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Make each level feel unique and different, whilst keeping the main pillars of gameplay present.
Learning Outcomes:
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Learnt how to create a dynamic level which delivers on making communication a vital characteristic.
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Gained valuable experience in creating levels designed around multiple players.
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Understood where we made mistakes during the process of making the game and how scope is essential to making larger games.
02
Card Game


Level Designer and Narrative Designer
Tarot Fiasco is a third-person exploration, first-person card battle game.
Design Goals/Aims:
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To create a memorable narrative experience, which is supported by the level design
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To make exploration an main part of this experience by rewarding players who explore.
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Make each level tell a certain story and allow the player to soak up all the narrative points
Learning Outcomes:
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Gained a much better understanding on how to create level and make them intriguing, as well as dictating the player's path with a fixed camera angle.
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Valuable experience of working with a client brief and working towards a strict deadline to create a unique game, that makes us standout among the rest of the class.
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Developed my communications skills as we worked with a large team of 10, from multiple departments.
03
Serial Killing


Nightmare In Surance
Lead Level Designer
Nightmare in Surance is a Fast-Paced Top-Down Strategic Serial Killing game. With an 80s neon synthwave art style
This game has an over the top sense of humor
Design Goals/Aims:
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Develop the game with the whacky, fun and quirky style we initially planned and keep that at the heart of it.
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Use level design in a way that rewards players who are strategic but doesn't hinder too much, players who are more head first into danger.
Learning Outcomes:
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Developed my lighting skills and gained a deeper understanding on the lighting tools available in Unreal.
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Making levels for the top down genre, and how the level design can be used in a different way to direct the player towards certain areas of interest.