Unannounced and Soft Announced Game Design Projects
Over the past 5 years I have been working as a game designer on a few unannounced projects, including the next chapter of the Dead Island franchise! I have bold ambitions to reimagine gameplay conventions by injecting character into my broad range of features. As I have developed my skills as a game designer I have been trusted to own increasingly larger and more important game features including First Time User Experience (FTUE), Tutorials, Boss Battles, Game Objects, Minigames, Difficulty Settings and more!
Creating an optimised and engaging First Time User Experience
Created a memorable, fast paced FTUE that teaches the player everything they need to know to play in a short period of time for multiple projects.
Designed to show rather than tell, promoting player agency and self discovery as we introduce new game mechanics.
The environment uses the same visual language used globally in the game to reinforce learning with clear and concise signposting and landmarking.
Designing systems that directly impact the core game loop
Actualized a character progression system that is the backbone of the game’s progression and player engagement, directly impacting the moment-to-moment experience.
Designed a first in franchise difficulty and tutorialisation system, evolving the experience to become more accessible, working with the UX team to reach a wider audience.
Tackled systems that aren’t player facing but directly impact the game experience such as save and persistence, player grouping and replayability and longevity.
Finessing game objects to enrich the game’s pillars
Recontextualised existing game objects based on world theme, creating new relationship dynamics.
Onboarded the team with presentations to earn buy-in and motivate them on a unified vision.
Creating processes to facilitate greater visibility and rapid prototyping.
Exciting boss battles in an unconventional game genre
Created cinematic boss battles into a game genre that traditionally does not feature this type of gameplay.
Combining familiar feeling gameplay, pace and rhythm from the core game but subvert the expectations of the player during the moment to moment gameplay.
Focused on the verb of the action as the connective tissue between the traditional expectations of a boss battle and the genre of game that was being reimagined.
Quirky minigames that reinforce core game mechanics
Created minigames that twist the core game mechanics that sit between being focused on core gameplay, but with an abstracted concept.
They are designed to encourage friendly team building and co-operation between players, with a simple to learn hard to master design ethos.
Minigames also reinforce the core gameplay mechanics in a playful environment which helps encourage players to experiment and level up their core gameplay skill.
Merged skills designing systems that support animation
Utilised my experience in animation to create foundational systems for animation.
Designed helpful systems to support in-engine dynamic cinematic events alongside narrative driven conversational stand and deliver sequences.
Established helpful implementation rules to guide and support the animation team as the game design representative.
Designs that promote recurring post launch engagement
Created post launch content balanced to be completable within a certain amount of time on a weekly basis.
Supported the narrative with player objectives that complement the storytelling.
Created character cosmetic, challenge and reward distribution systems to encourage continual engagement.