Wandless wizards must duel with conkers! Cerebral and reactionary gameplay collide as you swing through a spoof fantasy world of absurd characters and ridiculous horse chestnut puns. A comedic physics-based roguelike deck-builder twist on the British playground classic.
Lead Designer - designed and balanced core concept, mechanics, and gameplay
Lead team meetings and manage the task-board as scrum master, ensuring agile workflow practices
Responsible for research and documentation, including both living lean and bible-format GDDs
Provide direction and hands-on support for art, narrative, and programming tasks
Balancing gameplay to appeal to different 'player types' whilst maintaining the design spark that makes a game special requires constant player feedback and a willingness to kill your darlings.
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Development of Conked Out is supported by the Falmouth University Incubator / Launchpad scheme which provides space and resources for our small indie studio of 5 to work in a professional environment. There is no contracted obligation for my involvement, but I thoroughly enjoy working on the project as part of a likeminded team. We are currently finalising our MVP before pitching to publishers and discussing sponsorship agreements with the National Trust and Historic England.
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I pride myself on a T-shaped approach to game design. Having a background in both the arts and sciences, I can appreciate the workflow and requirements of programmers, writers, and artists. This cross-disciplinary insight allows me to aid and communicate effectively with any team member and make design decisions closely informed by scope.
Blending the ball-navigated maze toys of childhood with a legally dangerous dose of shoddy science, two players compete by manipulating quantumly questionable mazes to guide atoms into various temporal anomalies... For science! A 2-player party game.
'Experimental, innovative design and masterful mechanics.'
Lead Designer - designed and balanced core concept, mechanics, and gameplay
Led team meetings and managed the task-board as scrum master, ensuring agile workflow practices
Responsible for research and documentation, including both living lean and bible-format GDDs
Licencing agreements and publisher communication
Engagement can be quickly attained through designing around a simple, familiar concept like a ubiquitous toy and then maintained by subverting expectations with a fresh mechanical twist to challenge prerequisite knowledge.
I created an interactive visual tool to aid problem management in commercial settings.
'Balution' is informed by contextual research into gamification and problem management as well as first-hand experiences with the shortcomings of agile teamwork.
I learned how gamification is a valuable asset for project managers tackling problem management in a commercial setting and produced a product that I could take forward to the management software market.
I explored the possibility of biological differences impacting performance in video games as visuospatial tasks
My research uncovered that longstanding cultural stigmas are likely to blame, and designing inclusive games requires a larger responsibility to address them alongside existing differences
I uncovered a key indicator for how a diverse workforce improves game design.
I explored how mechanical and audio-visual elements of game design establish themes and narrative.
Art style, sound design, control schemes, and routines all contribute towards the semantic field of a game.
I learned that input schemes, task length, and mechanical complexity can be closely intertwined with explicit narrative and environmental storytelling and should be considered when creating emotive experiences.