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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.

  • Designed a successful creative brief to introduce and pitch a unique enemy NPC to the Far Cry series.
     

  • Created a detailed game design document to go over the functionality, systemic interactions, and gameplay goals of the enemy design.
     

  • Achieved a placement in the penultimate stage and received positive feedback on the work I've done.

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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.

  • Independently designed and balanced the game's features and mechanics from concept to completion.

  • Using C#, I programmed all of the game's code, u gameplay, character animations, and user interface.
     

  • Designed and illustrated nearly all art assets in the game including character art, animation sequences, and audio effects

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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.

  • Spearheaded the development of a mobile party game, achieving 1st Place in the Ottawa Global Game Jam
     

  • Led a team in the conceptualization, design, and implementation of mini-games, fostering collaboration and creativity.
     

  • Programed 50% of the mini-games within the Unity game engine and seamlessly integrating them with the overall game design and mechanics.

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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.

  • Lead the conceptualization, design, and development of a virtual reality escape room project tailored specifically for Ingenium's Digital Innovation labs.
     

  • Crafted immersive environments, intricate puzzles, and engaging mechanics to deliver a captivating and memorable experience for users exploring virtual entertainment.
     

  • 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.
     

  • Designed four distinct enemy archetypes with different attack styles, inciting adaptive playstyle
     

  • Implemented a procedural room generation script for random enemy encounter in conjunction with a grid map UI
     

  • Designed two unique boss fights, each with a diverse set of moves and attack patterns.

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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

  • Implemented interaction between 2D game objects using vector math and the Unity game engine

  • Implemented the game's fog of war system and player point of view/camera controls (zooming and panning)

Other Projects

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