Space Blaster
This title is my first fully completed project that I have created, and had been the basis for my education in learning and applying my studies into game development and design. The game is a Twin Stick Shooter sharing design elements of the dungeon crawler Gauntlet, with the maze-like level design structure of classic FPS games that I've grown up with, such as Doom, Duke Nukem 3D, and Hexen.
I had placed an emphasis on providing tutorial and direction in the game through level design and visuals, to allow the player to understand the game naturally through gameplay. Teaching players how a game plays naturally by providing learning opportunities during play, while reducing heavy handedness in direction is a concept in game design that I value greatly.
The game boasts easy drop-in and drop-out local cooperative gameplay for up to four players, as well as a battle mode with multiple battle modes, allowing friends to easily gather around on the couch and have a blast! The ability for games to bring people together to have fun is an aspect of games that I value, thus it was important for me to incorporate the ability to do so into the game.
My contributions:
- Well, everything except for the music. Which isn't to say that I didn't nevertheless try!
Box Office Tycoon
All six of this game's stages, and all of the content within them are my designs. Each stage is distinct from the previous, with each one being inspired by different locations in the world, architectural styles, or themes, which had me researching into different styles and aesthetics. The player had to be able to manage the loop of the movement of customers through the movie theater and it's stations to maximize their profits, which required ensuring organization of the different stations in the stage in a manner coherent to the customer behavior loop.
I had also designed the formulas used for calculating the power and costs to upgrade the individual stations, creating a curve of growth in power vs. cost to create valleys and peaks in the progression curve, and to direct user behavior to hit target KPIs.
My contributions:
- Level design (all six theaters)
- Station and Upgrade design
- Progression formula design and tuning
- Collectible Character, Vehicle, and Movie Poster design
- Feature and level design for the "Drive-In Theater" special event
Super Hit Baseball
I had joined this project after it had already been released for several years. My main contributions to this title are in regard to a product redesign that is currently on-going. The focus of the redesign has been to address design issues that were causing issues with the ability to increase some of the KPI goals set out by the company.
- My contributions: Rebalancing the game economy
- Feature redesign
- Tutorial redesign
- Designing new monetization opportunities
Idle Property Manager Tycoon
This is another title in which I had designed all of the stages of the game, as well as each special event stage. Each stage is based on a real world location, with all of the building designs based off of architectural styles that fit the geographical location or culture. Level design required researching into different cities, countries, and cultures across the globe to use as inspiration. The event stages are based largely on seasonal Holidays, their designs focusing more on the occasion rather than the location.
I had also designed all of the special characters in the game for the player to collect as rewards from completing milestones during the Holiday event game modes, or through purchase with a premium game currency as a method of monetization.
My contributions:
- Level design
- Event design
- Character design
Idle Bowling Tycoon
This small title is my first to have worked on in a professional capacity. I had been responsible for the design of the two stages of the game, as well as of the special characters for the player to unlock. The special characters are based off of real life professional bowlers.
My contributions:
- Level design
- Character design