Cosmic Clash

Level design and Gameplay design

Team of 10 | 3 monthsResponsibilities:
- Blockout level
- Gameplay design
- Multiplayer combat design
- Gameplay/world event scripting
- Environment design
- 2D user interface artwork
Software used:
Unreal Engine 5

Genre: Multiplayer fighter/brawler


From the Source

Level design and Mission design

Solo project | 3 monthsResponsibilities:
- Design mission flow and pacing
- Blockout level
- Script gameplay
- Cinematic design
- Design and script enemy encounters
- Narrative design
Software used:
Unreal Engine 5

Genre: FPS


Gravebound

Level design and Narrative design

Team of 20 | 4 monthsResponsibilities:
- Level design
- World design
- Write dialogue
- Character design
- Script narrative systems
- Cinematic design
Software used:
Unreal Engine 5, Twine

Genre: Action-adventure RPG


Sevastopol Station

3D environment design

Solo project | 3 monthsResponsibilities:
- Environment design
- 3D art
- Texturing
- Engine implementation
- Visual storytelling
- Lighting
Software used:
Unreal Engine 5, Autodesk Maya 2022

Genre: Sci-fi horror


From the Source
Level Design

Project Description

This was a university-assigned project. Our brief was to "produce a portfolio of work demonstrating your expertise in level design and the level production process via implementation of modelling, gameplay scripting, sounds, animation and VFX to a real-time game environment."
Our tutors provided us with a playable FPS prototype, 'Rebel-X', made in Unreal Engine. It had combat and enemy AI implemented with it, so we took these tools and used them to create a full playable mission of our own unique design.
My work here is largely inspired by the 'Half Life' series, as it is one of my favourite FPS games.

The Level Plan

  • The level is set in a robotics facility split into 3 floors

  • Each floor has an objective for the player and a unique combat encounter

  • I created top down visual layouts of each floor in a drawing software

  • These layouts were then iterated upon after engine implementation and playtesting

Floor 1

  • Consists of a reception, warehouse and cafeteria

  • Warehouses are typically large open spaces, so I used this to create a vertical combat experience

  • Large crates obscure the player's view around the corner, making encounters unpredictable

  • Verticality is introduced through the upper walkway only accessible by stairs

  • Enemies on the top level provide aerial threat to the player when they're on the bottom floor

Warehouse combat area

Floor 2

  • Consists of a security division and engineering department

  • Designed to be a more concentrated space

  • Main combat is in the security division

  • A scripted sequence begins when the player enters, player cannot leave until all enemies are dead

  • Player is rewarded for exploration with a more powerful gun

Security Division combat area

Floor 3

  • Final floor, consists of materials lab, hazardous storage and global operations

  • Designed to be a more sprawling space with multiple smaller rooms to enter

  • Signs direct player to their objective, but door is locked

  • Next door room has a shotgun, indicating this floor focuses on short range encounters

  • 2 small encounters

  • Crawl into vent, find key, exit in another room

Floor 3 player experience

From the Source
Mission Design

Project Description

From the Source is a University-assigned mission design project heavily inspired by the legendary Half Life series, and a demonstration of my expertise in level design and the level production process. It was designed using a build provided to me by my tutors.

Cosmic Clash
Level Design

Project Description

This was a university-assigned project. Our brief was to produce a functional game in multidisciplinary teams of 10.Cosmic Clash is a 2-4 player arena brawler with a unique focus on the environment. Our main game mode involves each player starting out with a basic attack and dodge roll, then they can obtain powerful abilities by interacting with visual cues in the environment. Additionally, the environment also has dangerous hazards and world events that pose a threat to all players.Features functioning couch co-op and LAN modes.

The Rift

  • The idea behind The Rift is that it is an industrial factory with burst water treatment pipes, overgrown with alien foliage

  • I wanted it to have a unique gimmick to set it apart from the other 2 levels, so I landed on splitting the arena down the middle

  • Raised platforms accessible by stairs creates verticality and breaks up the area

  • Placement of the spike trap separates the top and bottom of the play space

  • Yellow ability spawner placement mirrored to ensure a balanced map, not having one side be more feature-heavy than the other

'The Rift' annotated blockout

Cosmic Clash
Gameplay Design

Project Description

This was a university-assigned project. Our brief was to produce a functional game in multidisciplinary teams of 10.Cosmic Clash is a 2-4 player arena brawler with a unique focus on the environment. Our main game mode involves each player starting out with a basic attack and dodge roll, then they can obtain powerful abilities by interacting with visual cues in the environment. Additionally, the environment also has dangerous hazards and world events that pose a threat to all players.Features functioning couch co-op and LAN modes.

Creating the spike trap

  • Line 1

Gravebound (2024)

Vertical slice

Gravebound is a Tunic-inspired dungeon crawling RPG developed by myself and a team of 20 other students. As a newly undead adventurer, you have been assigned the task of saving the denizens of the gloomy Stagcross Village from a threat lurking in the castle above them. Do you have what it takes to fight your way through monster infested catacombs and uncover the secrets of this forlorn realm?

From the Source (2023)

Mission design

From the Source is a mission design project heavily inspired by the legendary Half Life series, and a demonstration of my expertise in level design and the level production process.

Journey to the Ashen Glade (2023)

User interface design

Journey to the Ashen Glade is a user interface design project based around a hypothetical dark fantasy dungeon crawler game of the same name, featuring a clear and easy to follow front end/HUD.

Sevastopol Station (2023)

3D environment design

Sevastopol Station is a 3D environment design project inspired by the space station of the same name, from Creative Assembly's 2014 game Alien: Isolation. Created with the goal of understanding how to evoke emotion from the player through the composition of a 3D space.

Between Realms (2022)

Game and level design concept

Comprehensive design document for a 2D puzzle-platformer game concept inspired by the 2003 Studio Ghibli film 'Spirited Away'.

Gravity Guys (2022)

Multiplayer party game

Gravity Guys lets you run, jump and jetpack your way to victory in a series of team-based minigames set in stellar space locales. Take advantage of your environment by activating zero-gravity mode to turn the tides of battle and outsmart the enemy team!

Order Up (2021)

Indie microgame

Order Up is a 2D indie microgame inspired by Nintendo's WarioWare series. It features retro pixel art graphics and simple yet fun gameplay.

Narrative Design and Writing

In the middle of a rework, check back soon!

Résumé

Education history

BA (Hons) Games Design
Teesside University
2022 - 2025

National Extended Diploma in Games, Animation and VFX
NextGen Skills Academy at Sunderland College
2020 - 2022


Software proficiencies


Experience

Software tester
BlueZoo Animation Studio
2021 Paid positon

CONTACT

Gravebound

The final product - watch the Gravebound trailer!

About Gravebound:

This project was created for my second year final project at University. Our teams were roughly 20 people split up into the design, art, programming and development disciplines, of which I was the Design Lead and Project Lead. The brief given to us for the project was 'Tunic re-dressed', meaning we had to create an original game concept inspired by the award winning indie game 'Tunic' by Andrew Shouldice.

My roles:

- Narrative design
- Level design
- Cinematic design
- Project management

Concepting stage

The first week or so was all about team organisation and initial concepting. First, a Discord server was set up for us all to communicate in, organised with channels for each of the disciplines. Next, the discipline leads all set up their own respective Trello boards for task allocation and tracking, so I set up the design Trello. Click the images to enhance.

Our Discord featured an ideas forum, where any team members could make a post with what they think the project should be, and we could all share opinions and collaborate. Pretty immediately we all agreed on a dark fantasy theme as a direct contrast to Tunic's bright and colourful world. The first sketch I created for the world design was of the overworld, which I then became in charge of.

To add to the pressure of this project (which we were allocated 12 weeks to do), team leads also had to hold bi-weekly presentations in front of the 7 other teams to update on the previous week's progress, share problems and how we solved them, and lay out our intentions for the following weeks. This experience of public speaking to a large audience every 2 weeks was initially quite daunting, but became easier with time. Every week I was in charge of the design slides, as well as taking everyone else's slides and formatting them into something professional looking and cohesive in PowerPoint.

Pre-production

The pre-production stage began immediately after the first week's presentation. With our idea established, it was time to get to work. I created the Game Design Document, which would subsequently get updates throughout the duration of the project which I would share with the team.

I also began to lay out the game's narrative and worldbuilding, as this would influence the mechanics design and 3D art. I decided to split the game world into 2 sections - the overworld and the dungeons. The overworld would serve as the introduction to the game and house the NPCs and exploration aspect of the game, and the dungeons would feature the combat and levelling up aspect. Both would be seamlessly linked by the questing system and eventual boss fight.

I decided I wanted the world to have interactable NPCs to make the game into more of an RPG than Tunic, as I love the genre. These NPCs would not only give the player their quest objectives, but act as barriers and markers for progression.

After I designed the NPCs and my enemy designer had designed the mobs for the game, I had the important job of communicating this to the character outsource team and animation outsource team. They provided the teams with a sheet to fill out with all the details they needed to know in order to get started on modelling and animating our characters. I provided detailed descriptions and reference images.

As the Design Lead, I had to allocate my team with tasks in order to create an initial level blockout to ensure the artists had the materials they need to get started on their environment modelling.
Towards the end of the pre-production stage, myself and the other leads encountered a big problem with how we were operating as a team. In comparison to the other groups on this project, ours was seemingly way further behind. This was due to bad prioritisation and over-scoping. To solve this, we halted all active development and assigned our team all new tasks which we felt would get us back up to speed. Thankfully, this worked out amazing and we had successfully set up a new development structure which would prove effective throughout the rest of production.

Production

After extensive team talks and early problem solving, production was now in full swing. I'd like to start this section by showing you my Game Design Document, which I created and maintained throughout the whole 12 week development cycle. This document ended up being 44 pages long with 4293 words by the end of the project. It was incredibly comprehensive and provided much help to the artists and programmers of the team. Here are just a few of its pages:

I got to work on tweaking the completed overworld blockout my team had implemented, and began to focus on the atmosphere of the level. The first important part of atmosphere is the lighting. I lit all areas of the game as and when the blockouts came in. Here are some in-engine screenshots of my overworld and dungeon lighting work:

The lighting colours were chosen very specifically. The temperature of the light in the overworld helped the colours of the environment models pop out even more, and narratively signified a sense of both safety and mystery for the player, as the overworld is a dark and dangerous realm. Lighting was something I constantly iterated upon throughout production, as I received different feedback on it after every playtesting session. Sometimes it was too dark for players to see, so I had to find the perfect balance between the eerie ambiance I was going for & playability.

The second important part of the world's atmosphere was the rolling ground fog. The main area of the game is a forsaken village nestled deep within a forest. I thought fog would best fit the dark fantasy theming.

To do this, I used visual scripting to create a fog material, and then added that material to a plane object that would be placed above the ground. The end result became a staple of the world design and was praised by playtesters and tutors. Here's some code screenshots, a video of it in action and some beauty shots:

I also decided to add location name pop-ups to the screen during player exploration. The first time the player enters a new area, it shows up briefly before fading out. I liked this as it was reminiscent of other RPGs I have enjoyed in the past, and added some depth to the world.

After writing the details necessary for the designs of the villager NPCs in the Game Design Document, I took to engine to build the NPC dialogue system from scratch. I created a parent blueprint for the NPCs themselves, and a parent actor component for the dialogue trees. From these parent blueprints, I could create duplicate child blueprints and edit them to create each individual unique character.

The dialogue actor component housed all the functions necessary for a working dialogue system such as opening/closing conversation, progressing/removing dialogue and updating dialogue. Here are a couple of code examples:

Of course, you can't use the system without any widgets. I created a dialogue box to be displayed on screen upon interaction. I did this by creating 2 new widget blueprints, one for the character's dialogue and one for the player's response. The character's dialogue widget blueprint acted as a window into the dialogue tree, and would move to the next branch of the tree when the player clicked on their response. I set it up so multiple player responses could be displayed, each leading to different outcomes to create a rich RPG experience.

As for the dialogue itself, I wrote it all up on a program called Twine. The program's interface was perfect for planning and visualising each conversation.

To make things clearer for the player, I created an interact prompt that triggered upon the player entering the NPC's capsule collider. This was added later, as during playtesting, it was reported that some players either didn't know the interaction controls or just didn't know they could talk to the characters at all, so this was made to remedy the issue.

The last thing I needed to create to give this dialogue system a purpose and tie it into player progression was the objectives system. Most of the system was actually coded within the base NPC blueprint, meaning I could apply it to all questgiver characters.

For 2 hours every week, we would hold a playtesting session. The playtesters included people from other teams, 1st year students, 3rd year students, tutors and masters students. This meant we had a wide range of expertise and many different perspectives on our game which was great. I made a simple feedback sheet with specific questions and spaces for detailed feedback on certain features. This feedback was invaluable to our team and made our project miles better.
Myself and the other leads were very hands on in this process; watching the playtesters go through the game and being available for any real time feedback or questions.

Throughout all of the solo work you've seen me do so far, I also had many responsibilities as the Design Lead managing the project. I was not only assigning myself tasks, but the rest of the design team. Like I mentioned in the concepting stage, I did this through the use of Trello and Discord. I would write up a detailed assignment, complete with prompts and visual help, then assign it to the correct board member on Trello. After I'd detailed all the tasks, I'd send out a message to the designers over on our Discord notifying them, and letting them know I was available to answer any questions and help them out. I did this at the beginning of every week.

I also spent a lot of time doing level design on this project. I designed the overworld layout, and I had a team of 3 dungeon level designers. For the first few weeks, I spent my level design time tweaking my team's blockouts to make sure they were what we were looking for and ensure cohesion between all areas of the world. In the later weeks, I ended up designing a second level; the dungeon entryway. Here's an in-engine video:

Here's a small gallery of what my final level design contributions looked like:

Post production

We were informed by our tutors that from week 10, no more content was to be added to our projects, and the final 2 weeks were for polishing our games and creating our vertical slice video trailer. While the programming/development members of the team were focusing on technical polish, I took it upon myself as Design Lead to design cool cinematics and put the video together.

All cinematics seen in the final trailer were captured in-engine using Sequencer and exported into my video editor of choice, Davinci Resolve 17. These example shots below were used in the final cut:

My UI designer provided me with our team logo and game logo to be used, and multiple members of the team provided me with gameplay clips I had requested to show off all the features of our game. I found music from a Dark Souls 3 fan project by composer Alex Roe - it really fit with the theming of our project and gave me a good rhythm to edit the clips to.

To finish, I'd like to share an excerpt of the reflective essay I wrote, required by the University for the project's final hand-in.

"In conclusion, the most important thing I took away from the Journeyman experience was leadership skills and how to work in a large dev team. This was my first time working closely with other disciplines and my first time managing so many people. I made mistakes along the way, but ultimately, we developed a solid final product, and I learned more about what makes a reliable leader. In terms of personal contributions, I contributed more than I expected, as I took a big creative interest in what we were making, and it was something I was excited to work on. I really enjoyed overseeing and reviewing people’s work as I was able to guide the project into something cohesive and to a specific vision. This module was also an interesting insight into industry standards and what would be expected of me if I were to make it into a real game studio. Something I’d like to briefly mention is that I was the only woman on the team, and my positive time with my teammates has given me a lot of confidence as a woman in a leadership role within a male dominated industry. Overall, I believe Journeyman has strengthened me as a game designer and I look forward to putting these lessons into practice in third year and beyond."

Order Up

Watch the gameplay video!

About Order Up:

This game was created by me and my friend Kieran Rice, who handled the programming and technical side of things. The prompt was '20-second microgame', where the gameplay loop must be within a 20 second timeframe. It's one of the first completed games I've made and, whilst amateur, received a lot of praise from members of the games industry.

My roles:

- Game design
- 2D art
- Animation

Designing the gameplay

I started by creating a small Game Design Document which detailed the core elements of the 20 second gameplay loop:

  1. The player character can move at a set speed from side to side

  2. A customer will stand at the side of the screen and display the ingredients needed for their meal

  3. Different ingredients fall at random intervals from the top of the screen, some are rotten and ruin the order meaning the player must start again

  4. When the chef has collected all 3 required ingredients, he deposits it to the customer on the right so the next customer can appear

  5. After 3 completed orders, the game ends and the player has won

Then, I created some concept art so Kieran had a base to create the prototype on, and so I had an idea of how I wanted the background to be styled and set out.

Player sprite animation

I started out with a basic sprite animation, using light and dark colours to differentiate between the different parts of the body and show what is in the foreground and background. To create this animation I used 8 frames and the onion skin tool to see what I did in the previous frame. One arm stays outstretched to hold the plate that the player will catch the ingredients on.

Continued work saw me add a chef's hat and the plate the player will use to catch the ingredients. At this point, I planned to add different colours to make the player stand out from the background more. Shading was also added at this stage to properly distinguish between foreground and background.

Here is a shot of the finished player sprite! I made further improvements to the shading and made some colour changes. Furthermore, I added an idle frame, so the animation stops when the player stands still. I used the tag feature in Aseprite to separate my frames into the 2 possible states the player can be in.

After finishing the frames I exported a sprite sheet so I could set up the animation in the Unity game engine using its technical animation tools.

I started by importing the sprite sheet into the assets section and using the slice tool to select the frames by pixel. This separated each frame as separate entities and put them into the folder. I then changed the sprite mode from simple to multiple and changed the pixels per unit from 100 to 32 so it matched the sprite width.

I selected the relevant frames for the running animation, 0 to 7, and inserted them into the animation window under the running clip. I spaced out each frame with 7 seconds between them to create a good pace. The idle animation is one frame so it has no spacing on its clip. I also created a script for animation control which I added to the actor prefab.

I opened the animator window and selected the idle animation to be the base state for the player. These connections are represented by the arrows. The idle and running animations have 2 arrows between them, representing how they switch. I created a float parameter called speed so when the player speeds up, they run if it’s greater than 0.1.

Here is the resulting progress shot. It was quite glitchy at first, but I tweaked and improved upon it until I reached the result you see in the gameplay video.

Creating the backdrop

Next, I'd like to show you the progress shots of the creation of the game's backdrop. I began with the basic outline of some of the features I wanted, using my concept art for reference. Then I added the first bit of colour. As you can see at the bottom of the image, I added a separate layer for shading. I lowered the opacity of this layer and used black for shadows and white for shine. This adds detail and depth to what would otherwise be a very flat backdrop and it helps keep the player sprite distinct and in the foreground.

Continued colouring and adjustments to shading. I changed up some design details and added plants and kitchen equipment to make it feel more alive and used. Since there was an empty spot at the top, I added a big window which I feel made the room open up a lot more. Another detail I added was a mirrored reflection of the kitchen on the floor.

Here is the final backdrop. I changed the wall to a cherry red colour and added some items on top of the cupboards by the window. You can also see a kitchen fan on the top right to fill the space. I left the space on the top left open for potential UI. I’ve maintained consistent shading throughout and added a door on the right. The table is at the front in clear view so the player easily understands their boundaries and where to deposit the items to the customer.

User interface

Over the course of development I also worked on the food sprites that the player would collect. I created 8 in total.

The prompt also required a short and simple introduction to tell the player what to do, so I decided on the phrase "complete the order" and made it a stylised GIF. A "go" sign was also made in the same style.

After these two things were implemented, all that was left was the menu screens. I created a game logo on a yellow background to contrast the mainly red background of the game. I also created the buttons as separate assets so that they can be used in their function in Unity. Lastly is the win and loss screens. The win screen appears when the orders are successfully completed within the time limit, and the loss screen appears when the timer runs out before a completed order. I left room at the bottom for the “Menu” button.

Industry showcase

Myself and Kieran brought this game to be shown at a 2022 games industry event for excelling game design students at Framestore in London, and it received high praise from industry developers for its charming retro graphics and simple yet fun gameplay. We had people play the game and then come back a while later to play it again. This was a really positive experience for me as a prospective game developer and gave me so much confidence with my future projects.
If you're interested, you can check out this showcase video from the event I attended.

From the Source

Check out the full mission playthrough!

About From the Source:

This was a university-assigned project. Our brief was to "produce a portfolio of work demonstrating your expertise in level design and the level production process via implementation of modelling, gameplay scripting, sounds, animation and VFX to a real-time game environment." Our tutors provided us with a playable FPS prototype, 'Rebel-X', made in Unreal Engine. It had combat and enemy AI implemented with it, so we took these tools and used them to create a full playable mission of our own unique design.

My roles:

- Mission design
- Level design
- Gameplay scripting
- Cinematic design and scripting
- Encounter design and scripting
- Narrative design

Narrative design

Our uni brief included a short story for us to expand upon in our missions -- in the distant future, humanity relies on a robotic workforce that works in their factories and their homes to make life more comfortable. An alien AI has invaded and took control of the robots, causing societal collapse. A special ops team, Rebel-X, has been assembled to push back the alien invasion.

I decided to base my story in the factory these robots were created in. The player assumes the role of a Rebel-X special agent, tasked with infiltrating the compromised Freeman Research Facility in order to obtain a copy of the robot's schematics, as well as running a program on a control terminal so the special ops team can hack into the alien AI from within the robots themselves.

To enhance the narrative within my mission design, I took care to include a lot of environmental storytelling. All the scientists in the facility were slain by the robots, so signs of a struggle are shown in the layout of the environment. Fallen shelves, broken computers, tables used as barricades, etc, all tell the player a story. At the beginning of the mission, I gave the player a 'brief' from the Rebel-X commanders at the beginning of the mission that sets up the reason the player is there and their task. Furthermore, I wrote a diary entry from a dying researcher and placed it next to a key item. Both of these can be seen in a screenshot on the right.

Level and gameplay design

I decided to split the facility up into 3 floors. Each floor had an objective for the player and a unique combat encounter. Floor 1 has a warehouse, which are typically very open spaces, so I used this to create a vertical combat experience. Large crates obscure the player's view around the corner, making encounters unpredictable. Verticality is introduced through the upper walkway only accessible by stairs; the enemies on the top level also provide aerial threat to the player when they're on the bottom floor. The cafeteria after the combat encounter provides a moment of solace for the player, yet they are reminded of the danger merely moments afterward, where a door covered in blood is the final thing they see before entering Floor 2.

Floor 2 is designed to be a more concentrated space. The main combat encounter is in the security office. Upon entering, a scripted sequence occurs where the player is now locked in the room, and the only way out is by surviving the onslaught. Crates placed carefully in the room provide cover from enemies on the balcony. The player is rewarded for exploration and objective completion on Floor 2 with a more powerful gun.

Floor 3 is the final floor. I designed it to be more sprawling, with more smaller rooms to enter and 2 smaller combat encounters instead of 1 big one. The player sees a sign that directs them to the room they need to reach, but find it's locked. The room next door has a shotgun, good for the short range encounters ahead. The player will also notice an exposed vent opening at the top of the wall they cannot reach. By going around the top floor, they defeat the enemies and find the other end of the vent in a small storage room. Climbing through, they find the door key they need and a narrative note next to a dead researcher. They exit the vent through the opening they saw before.

Cinematic design

I created cinematics to show the player their objective during gameplay and make them more aware of their surroundings. The first one I designed shows the door opening after you stand on a pressure plate, signifying what the plate has done and as a sign the combat encounter is over. The second plays after you crawl under the door to the security office. The camera pans back around to show the door locks behind you, and then pans forward to show the positions of the enemies.

The tutor who marked my work praised my 'strong' pre-production. They remarked on my 'well structured and clear' level flow and level layouts, as well as 'good additional narrative'. My combat encounters were 'thought about well and aren't too difficult or too easy'. I received an A for this project.

Sevastopol Station

Watch the video demo here!

About Sevastopol Station:

The aim of this project was to understand how, as a designer, I am able to evoke certain emotions and feelings from the player through the layout of a 3D space.

My roles:

- 3D art
- Texturing
- Engine implementation

The making of

Those who've played the original game will understand how tense and choked you feel exploring the ship as the alien could be around any corner. The low ceiling and narrow hall space evoke a sense of claustrophobia. This is enhanced by the locked door behind you and the broken one in front. The door in front tells a story - whoever was trying to escape didn't close the door fast enough. Sparks from the door show signs of force from the alien, and the blood splatter on the floor speaks for itself... Horror, fear, and a sense of no escape are just a few of the things this space can make the player feel.

The lighting was done using Unreal's emissive material feature, and I think overall this adds so much to the atmosphere and aesthetic of the space. Dust particles hang in the air as well to remind the player they are still floating in space.

I modelled all of these assets myself in Autodesk Maya 2020, and textured them using Quixel Bridge. This was a fun challenge for me as a level designer, as I mainly plan my levels out in a blockout format, this time I was in charge of creating the environment visuals myself.

Beauty Shots

Journey to the Ashen Glade

Watch the video demo here!

About Journey to the Ashen Glade:

My goal was to create a clear and easy to follow interface with the right amount of settings for user customisation, all communicated through a beautiful and dark aesthetic. The project includes a front end as well as a HUD.

My roles:

- UI design
- UI art

Front end

Firstly, I thought about how convoluted dungeon crawling games can sometimes be as there is a lot of information for the player to know all at once, so I focused my efforts on narrowing down the essentials to present to the player in a clean way.

Features comprehensive, fully customisable settings and a credits menu. All menu switches utilise a fade animation I created in the Unreal editor. This adds to the atmosphere I'm trying to create with the main menu, and provides a smoother user experience. Sound design is also incredibly important in user interface/experience, and I used sound effects for the hovering and clicking of menu buttons that fit with the theme and aren't too intrusive in the user's ears as they will be pressing a lot of buttons.

Furthermore, a simple save select screen was implemented as the first page after clicking 'campaign', and presents crucial information the player is able to use to differentiate their save files, including last location, level, playtime and difficulty. Clicking 'new save' will take you to the difficulty select screen, where 3 options are evenly spaced out with descriptions and corresponding medallions.

HUD

Features a character portrait I drew in the bottom left to accompany the health and stamina bars. The character name and level are also present. The player's equipped attacks are in their attack bar at the bottom middle, and to prevent screen clutter, the specific attack info is found in hoverable tooltips. The top right of the screen shows the dungeon map and location name, as well as a compact drop down menu that leads the player to other menus like the map and inventory.

The tutor who marked my work described my aesthetics as 'excellent' and remarked on its 'clear theme'. They also praised the flow of the interface, describing it as 'clear and easy to follow'.

Gravity Guys

The final game - watch the gameplay video!

About Gravity Guys:

This was my first experience working in a team (outside of game jams) in a simulated studio environment at Sunderland College. Gravity Guys is a Fall Guys inspired party game I created for my final year project, alongside 3 other developers.

My roles:

- Gameplay design
- Level design
- UI design
- Character design
- Project management

Between Realms

About Between Realms:

This project is a sizable design document I created to detail an idea for a 2D puzzle-platformer video game inspired by 'Spirited Away'. It is presented in a proof-of-concept format; something I could hypothetically pitch to a room of investors. I took a lot of care in the visual presentation of the idea.
Click the title slide and use the right arrow to continue through the presentation in full screen.

My roles:

- Gameplay design
- Level design
- UI design
- Mechanics design