Role: Solo: Developer, Designer, Writer
Development Technologies: C#, Unity, WebGL, Mobile
Notable features I worked on: 2D Animation, UI/UX, Game Balancing, Minigames
Description: Unfortunately! is a game born out of the frustration of not being able to land a job in the gaming industry for more than a year. It was inspired by the dreaded "Unfortunately" in most rejection emails.
The game is a sarcasm-filled collection of minigames mimicking the gaming industry's application process, from assembling a unique cover letter and CV for each job to the various tests you will be asked to complete.
The process, being true to life, is brutally difficult and frustrating, with little to no feedback as to what went wrong during each stage, and only a small chance to progress through to a job. Upon failing, the player is presented with one of 30+ authentic rejection emails, only slightly modified to alter personal details.
A full design log will be coming soon, in the meantime PLAY IT for free on Itch.io or buy and play the mobile version!
Role: Team member: Designer, Developer
Development Technologies: C#, Unity, WebGL
Notable features I worked on: Enemies and items spawning, Timed Waves, Upgrade and Inventory System, Game Scoring, Game Design and Balancing
Description: With a small team of four we created a 2D strategic roguelike where players assume the role of the sidekick rather than the hero. The sidekick scavenges fallen monsters for items to craft upgrades for the hero. As part of the small team I took charge of keeping source control up and running as well as designed and implemented multiple gameplay features.
Code Extract: Hero Manager Class
Design document: Items and Enemies Design Spreadsheet
Role: Solo Developer, Designer and Writer
Development Technologies: C#, Unity, WebGL
Notable features I worked on: Online leaderboard, Game balancing, 2D
Description: In this 2D game I developed solo for the Historically Accurate Game Jam, players manage a struggling textile factory during the Industrial Revolution. While appearing as a text-based management game, it is really a satirical take on capitalist exploitation. The game challenges conventional success metrics of both management games and the capitalistic society, revealing that the ultimate goal is humane treatment of virtual workers. Upon completion, players enter an online leaderboard where money holds no value, with subsequent plays displaying visible changes in worker Happiness on the UI.
Role: Solo Developer, Designer and Writer
Development Technologies: C#, Unity, WebGL
Notable features I worked on: Asynchronous Multiplayer, Text Based, APIs, Branching Narrative
Description: "A Cable Car," my first solo project from June 2022, is a 400-word interactive story exploring "Asynchronous Multiplayer" design. Against the real-time backdrop of Barcelona's weather, the game follows a character dealing with the fallout of a cable car tragedy. Players make a critical choice mid-run, impacting an unseen counter tied to the likelihood of another cable car accident, which increases with each playthrough. Should the car ever crash, the game will self-destructs.
Role: Solo Designer, Developer and Publisher
Development Technologies: C#, Unity, iOS, Android
Notable features I worked on: Combinatorics, App Development, Mobile Publishing
Description: Initially developed in 2017 as a MATLAB algorithm for creating balanced teams in 5-a-side games. team picker then evolved into a Windows C++ app and a JavaScript web app. It was redeveloped from scratch in Unity and improved to become Team Picker, a mobile app for iOS and Android.
Role: Contracted Unity Designer & Developer
Development Technologies: C#, Unity, iOS, Android
Notable features I worked on: Monetization, Game board and Match logic, Camera movement, Minigames, UI
Description: Collaborated with a remote team to create a high-quality, casual, multiplayer mobile game under NDA. Over the course of my involvement I conducted industry research to develop a diverse range of features while ensuring high testing and documentation standards.
Code Extract: Timer Class
Code Extract: Bonus Button Class
Role: Solo Developer, Designer, Writer
Development Technologies: JavaScript, HTML, CSS, Twine, WebGL
Notable features I worked on: Branching narrative, Choices Matter, Unique link behavior
Description: Developed my second interactive horror story using Twine and the Harlowe 3.2 story format. The narrative, inspired by a nightmare, features a branching storyline with four possible endings. Beyond the branching narrative, subtle text changes occur based on player choices, encouraging multiple playthroughs for a comprehensive understanding of the story. I also implemented unique link behaviors, such as simulating actions like strangling by requiring players to hold a link for a specific duration, adding an interactive and emotionally engaging element to the storytelling.
Writing sample: Selected Twine passages
Role: Unreal Engine Technical Designer Test
Development Technologies: C++, Blueprints, Unreal Engine 5
Notable features I worked on: Procedural generation, Game design and balancing, UI, 3D
Description: Developed as part of an Unreal Engine Technical Designer Test, this game involves placing, moving and resizing mirrors to reflect a laser beam into a goal.
Design log: Read
Role: Student
Development Technologies: Final Draft 11, Excel, Word
Notable features I worked on: Narrative design and writing
Description: This free program ran for 3 months, from January to March 2023 and included 5 modules, each with reading material, advice, assignments and feedback provided. As part of the course I developed the following portfolio pieces:
Character design document: NPC Ally/Enemy Odisseulf
Quest / Mission design document: RPG/Visual Novel Quest
Item descriptions assignment: Item Descriptions
Cinematics assignment: Project Icarus cinematic
Role: Team member: Writer
Development Technologies: Final Draft 11, Excel, Unreal Engine 5
Notable features I worked on: Overall plot and lore development, Cutscenes Scriptwriter, Dialogues, Barks
Description: Contributed as a writer on "Once Upon a Nightmare", a large, free-to-play platform game in development. Worked with another writer and the creative director to shape the overall plot, lore, and themes tailored to the target audience. I also wrote the script for introduction and tutorial cutscenes using Final Draft and crafted the dialogue and barks heard throughout the tutorial level
Writing sample: Cutscene Script
Writing sample: Tutorial Barks
Role: Solo Writer and Developer
Development Technologies: JavaScript, HTML, CSS, Twine, WebGL
Notable features I worked on: Branching narrative, Link behaviour
Description: A short Twine story about a final conversation between a child and their dying father, inspired by a scene in "La Coscienza di Zeno" by Italo Svevo. This project, my first in Twine, presents a mostly linear narrative. It served as a testing ground for basic Twine features and an exploration of branching narrative in a straightforward context. Links are set to add new text to the same passage, providing a "novelistic" feel.
Writing sample: Twine Script
Role: Team Member: Writer and Developer
Development Technologies: C#, Unity, WebGL
Notable features I worked on: NPCs and object interactions, Dialogue system
Description: GALA MILLENNIA is a narrative-driven game developed in Unity, created with a small team of 6 during the Spring 2022 Buddy Up Jam. During the jam, I focused on providing branching and conditional dialogue for NPCs and object interactions. Additionally, I implemented the story script into the game's custom dialogue system. Post-jam, I transitioned to a more generalist role, updating the overall game code, introducing new features to the dialogue system, and reworking the game logic to enhance the branching narrative and endings.