Marcus
Santos
Far Cry 3 Enemy Design
Ubisoft NEXT Competition 2024
Game Design Competition Entry
During 2023-2024, I participated in Ubisoft Toronto's NEXT competition under the Game Design category. During this competition, I was tasked with designing a new enemy archetype for an installment in the Far Cry series. I successfully created a Creative Brief and a detailed Game Design Document. finishing the competition in the penultimate stage.
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Designed a successful creative brief to introduce and pitch a unique enemy NPC to the Far Cry series.
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Created a detailed game design document to go over the functionality, systemic interactions, and gameplay goals of the enemy design.
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Achieved a placement in the penultimate stage and received positive feedback on the work I've done.
Iceberg Shimmy
Personal Game Project
Independent Game Developer
Iceberg Shimmy is a personal project that I worked on within a 2-day period to practice and brush-up on my Unity skills. I treated the project like a miniature game jam and exercised my skills in Game Design, Programming, UI design, Sound design, and 2D Art Asset creation.
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Independently designed and balanced the game's features and mechanics from concept to completion.
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Using C#, I programmed all of the game's code, u gameplay, character animations, and user interface.
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Designed and illustrated nearly all art assets in the game including character art, animation sequences, and audio effects
Just A Jester Jesting
Ottawa Global Game Jam 2024
Lead Game Designer
Just A Jester Jesting is a minigame compilation game by Nintendo DS games likes Wario Ware and Rhythm Heaven. I led the team in the development and design of minigames, functionality/mechanics, and difficulty scaling. I collaborated with various other role members such as UI Artists, Audio Engineers, 3D Artists, and Programmers.
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Spearheaded the development of a mobile party game, achieving 1st Place in the Ottawa Global Game Jam
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Led a team in the conceptualization, design, and implementation of mini-games, fostering collaboration and creativity.
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Programed 50% of the mini-games within the Unity game engine and seamlessly integrating them with the overall game design and mechanics.
Ingenium VR Escape Room
Tea Time Studios
Puzzle/Mechanics Designer
This project is a virtual escape room tailored towards Ingenium's Digital Innovation lab, combining elements of puzzles, teamwork, and time travel. For this project, I led the team's efforts in puzzle design/mechanics, narrative setting, and educational content. The project was done in a VR web development framework.
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Lead the conceptualization, design, and development of a virtual reality escape room project tailored specifically for Ingenium's Digital Innovation labs.
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Crafted immersive environments, intricate puzzles, and engaging mechanics to deliver a captivating and memorable experience for users exploring virtual entertainment.
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Utilized an online virtual reality frameworks to develop an optimal Escape Room experience for mobile, desktop, and VR platforms
YOUniverse
Dingo Devs
Lead Programmer/Combat Designer
YOUniverse is a 2D roguelike fighter game created by our game development team, Dingo Devs. As the Lead Programmer and Combat Designer of the development team, I was in charge of programming and designing player movement/combat, procedural level generation, and enemy encounters, all within in Unity C#.
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Designed the core game mechanics and player movement for smooth in-game combat and maneuvering.
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Designed four distinct enemy archetypes with different attack styles, inciting adaptive playstyle
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Implemented a procedural room generation script for random enemy encounter in conjunction with a grid map UI
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Designed two unique boss fights, each with a diverse set of moves and attack patterns.
Arbour
Ottawa Global Game Jam 2023
Level Designer
This game was developed during Global Game Jam 2023, where the theme was revealed to be "Roots". During development I took up a role in programming and level design. Here, I was tasked with designing player interaction with the level and it's obstacles. The game received 2nd place in the community vote in Ottawa.
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Designed the level layout to incite and encourage players to create rootlike systems with the root mechanics given to them
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Implemented interaction between 2D game objects using vector math and the Unity game engine
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Implemented the game's fog of war system and player point of view/camera controls (zooming and panning)